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This is a complex topic. Depending on the type of simulation (implicit or explicit for example) lower or higher simulation frequencies may be...
You can check that using the collision triangle debug view which also shows the aerodynamic forces.
There is no one "old collision code". As in everything having to do with code, there is a series of "old collision codes". With each different...
it is below "PLAY" in main menu
Replays are a priority right now. But all the work on them is being done with a view to using similar techniques for multiplayer too.
I've edited the blog post's text to make it more clear that the Career mode is not coming soon. We are still in the design phase as is evident in...
Sorry for the problems that were caused by the aerodynamics change, but it is still a subsystem that is under work. Aerodynamics is a tough...
6677 is completely right. You own your content, but if you upload it on BeamNG's servers, then BeamNG needs some legal headroom to be able to...
Usually this means that you have something that "hooks" into browsers like Lavasoft, Antivirus, etc. Most often, they leave the 32bit version of...
The basics of physics engines are Newton's laws of motion: https://en.wikipedia.org/wiki/Newton's_laws_of_motion On top of that you need to...
Actually what is in drivetrain is closer to a torque converter than a clutch. More specifically what we simulate is a viscous clutch, which...
An update. I've experimented with trying to remove the springiness of the drivetrain (being simulated in the clutch) but the end result wasn't...
The clutch acts like a rotational spring, connecting the engine with the drivetrain part that goes to the wheels. As a spring, it has a "hardness"...
"Gazia" indeed means stitches (with accent on "i") but it is also slang for "going at full throttle" (with accent on first "a") :) . "Odegos" can...
Due to changes to the physics, the drag/lift coefficients of cars might not be properly tuned yet. The aerodynamics core is already able to...
The cars have "race points" or "corner points" defined in them. Usually they are at the front left/right corners. The point that is tracked is...
"Force coefficient" determines how much of a FFB you will feel. The bigger it is, the more FFB. "Force Limit" is the max force (in Newton) that...
Each vehicle calculates its own collisions (on its own thread). So if you have only one vehicle spawned, you'll see only one CPU (or two because...
This is your idea of citing work by other people? When you demand citations to your person-hood, i would have expected the same rigor from you to...
I don't usually reply to threads like that because i'm neck deep in physics code, but i would like to put my 2 cents on the topic. As it pertains...