Wouldn't it be absolutely glorious if you could whip your 1500hp pigeon around in circles as the smoke conforms in a more realistic manner. I'm sure this is a big thing and much easier said than done. Wouldn't it be awesome though. If there was more smoke and it was not just a cookie cutter set of smoke. Ex. - I roast my D15 tires and if a car were to pass through that smoke it would conform as accordingly. Aka follow the passing car as wind blows the smoke in said direction.
This graphics engine isn't really capable of something like this. Also the physics part would be really demanding on your CPU. It just wouldn't work.
This isn't about the "amount of smoke" as i see you intend on blowing my suggestion out of proportion and ignoring the obvious title and description. The amount was a small additive. we both know if your car sits in one place with a burnout it will cap at a certain point which is not realistic also the smoke will stay stationary in a set location and fade ---> also not realistic. Therefore i ask you relook at the original description and see that I was suggesting RTS that conforms to tire temperature to the amount of smoke. and that the smoke doesn't stay stationary but is free flowing with the wind. -Mtkush
You have to understand that the graphics engine (Torque 3D) is A) Open source and B) Almost 10 years old. It´s not a several million dollar engine that is as good as reallife. And if I am not mistaken, aerodynamics are actually simulated within BeamNG. So the concept is ok, but Torque is definetly a bottleneck in this case
Yes I agree that the engine ect... probably cannot produce this effect. I am aware. The processing capabilities of ones computer would be surly judged. yet you should always have the option to turn your settings down to plebian standard...
It is just that even current amount of smoke lags, if you add wind effects, you need to have smoke there longer, so that it will not disappear so soon to actually see the effect, which would lag even more. Smoke is a lot better now than what it was few versions ago. I'm not sure that tire temperatures are in there yet, not sure if nodes heat up though, I think that they are still working on that. Almost all games seem to have bodyshell invisible to smoke etc. I guess it is kinda hard to make game know what is inside and what is outside.
Agreed. Yet if there was a way to give a simulated effect this would suffice. Ex. - if a node comes across smoke it will move it with x amount of force in the direction pushed. this is a physics simulation after all. therefore the mass of the node came across the smoke it would simulate what i stated. This also has possibility to be factored in with the aerodynamic portion you stated. --- Post updated --- Adding in specific tire nodes would allow for the variables of heating up and producing smoke in direct correlation with the temperature. --- Post updated --- Please continue to post you two it is certainly a mind puzzle i'd like to explore.
I personally would love to see better smoke... granted, just being a visual thing... there are better fish to fry currently... but still... I think the smoke effects from NFS ProStreet were and still are THE BEST smoke effects I have ever seen in a video game... bar none... which is kinda weird seeing as how old that game is now and the fact that ProStreet was FAR from realistic in literally every other aspect of the game. But the voluminous smoke that that game created was just gorgeous. It didn't feel like it was just a bunch of flat sprites but an actual cloud that could envelope your car and move around it as you drove through... it could be pushed around... it stuck around for a while... it was fantastic.
In http://blog.beamng.com/something-is-still-on-the-horizon/ they said they would like to add physically based particles. Also, a little test I did a while ago. (blender smoke sim composited onto beamng footage)
I'm no expert, but the particles could maybe spawn with a small physical bounding box in the center that could be pinged around, but that is of course adding in even more physical bodies to simulate. Very few games are doing high quality volumetric smoke otherwise, although the smoke sprites used could probably be bumped up to a higher visual quality (The actual texture)