1. Trouble with the game?
    Try the troubleshooter!

    Dismiss Notice
  2. Issues with the game?
    Check the Known Issues list before reporting!

    Dismiss Notice

Physics in BeamNG

Discussion in 'General Discussion' started by Davidbc, Feb 3, 2014.

  1. Davidbc

    Davidbc
    Expand Collapse

    Joined:
    Mar 20, 2013
    Messages:
    1,333
    I'm a physics student in college and I'm interested in the physics formulas used in this game. I've been looking around the game files but I can't find anything. Could any dev give me a hand in this?

    Thanks ;)
     
  2. tdev

    tdev
    Expand Collapse
    Developer
    BeamNG Team

    Joined:
    Aug 3, 2012
    Messages:
    3,031
    I hope it is clear why we will not elaborate on that. ;)
     
  3. moosedks

    moosedks
    Expand Collapse

    Joined:
    Nov 4, 2012
    Messages:
    1,112
    you should look at rigs of rods maybe I think it's open source. its not the same obviously but it's similar
     
  4. Kamil_

    Kamil_
    Expand Collapse

    Joined:
    Mar 17, 2013
    Messages:
    691
    I second that.
    Here's the source: http://sourceforge.net/projects/rigsofrods/

    I guess nodes have velocity, mass - momentum, kinetic energy and they're affected by gravity and forces from the springs(beams). Nodes also have friction and a radius (spherical collision/ie: distance based; which is relatively simple).
    So nodes are like a physics body in every other game, but it's the beams that make a difference: beams are basically springs. I suppose Hooke's Law would be the best resource for that - haven't looked into it in-depth, but Hooke's Law seems to cover how springs behave with different forces/distances.
    As for the triangles/submeshes: Aerodynamics, Drag coefficients and stuff. Not too sure about the collisions though (it cant be just a plane and a point because it would clip right through, I'm also not sure how spherical and plane collisions work)
    Hope that helps, atleast a bit.
     
  5. Miura

    Miura
    Expand Collapse

    Joined:
    Aug 5, 2012
    Messages:
    311
    I think it's the other way around. Nodes are points with no radius, but surfaces have thickness.
     
  6. SixSixSevenSeven

    SixSixSevenSeven
    Expand Collapse

    Joined:
    Sep 13, 2013
    Messages:
    6,960
    Surfaces dont have thickness yet miura, thats actually the cause of inter-vehicle collision = sticking (sometimes). Devs have mentioned it themselves, usually in reference to people posting collision bugs and how adding thickness would solve the vast majority of them.

    From what I can tell, nodes collide with terrain and also with surfaces. Beams and surfaces dont appear to collide with terrain, dunno whats going on there but it seems to be the cause of objects hooking on terrain.

    The collision bugs seem to be from nodes not detecting the collision with a near infinitely thin surface, carrying on through and then managing to detect the collision on the way back out so getting stuck, as a result the covet I just rammed with an H series is still attached to the H series grill.
     
  7. Ltp0wer

    Ltp0wer
    Expand Collapse

    Joined:
    Apr 14, 2013
    Messages:
    164
    this man speaks TRUTH
    http://www.beamng.com/threads/4943-Car-trailer-for-Gavril-D15?p=61478#post61478
    http://www.beamng.com/threads/4960-Loads-in-vehicles?p=55711#post55711

    I'm excited for that bug to be smashed.
     
  8. Miura

    Miura
    Expand Collapse

    Joined:
    Aug 5, 2012
    Messages:
    311
    As Gabe explained in those links, currently triangles have one-sided thickness. Nodes will easily go through the surface from one side and get stuck on the other side. The planned fix is adding thickness for the other side too. Even now, close-fitting jbeam structures need a few cm of gap between a node and a surface or they will deform immediately at spawn. That's one downside to adding thickness.
     
  1. This site uses cookies to help personalise content, tailor your experience and to keep you logged in if you register.
    By continuing to use this site, you are consenting to our use of cookies.
    Dismiss Notice