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BeamNG_DRIVE the body physics?

Discussion in 'Troubleshooting: Bugs, Questions and Support' started by bryce121555, Sep 27, 2013.

  1. bryce121555

    bryce121555
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    Will the cars in the game be like this????
    https://www.youtube.com/watch?v=bmQbUJiEax8
    i have BeamNG-DRIVE and i love the game so much but i think that the soft body physics are a little to ....floppy and i also like how the cars in that game fall apart like peices of the car come off of the car thats nice.

    Keep in mind I bought a BeamNG-DRIVE account and i love to play it it is amazing and has a lot of potential and i cant wait to see what the dev's are ganna come up with.
    i cant wait to see the game in the mere future.:D
     
  2. gabester

    gabester
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    Vehicle Director
    BeamNG Team

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    We don't use rigid body physics, so no, they won't be like that.

    Their deformation is nice, certainly, but nothing going on there is physically correct. The vehicles do not flex - the deformation simply takes place over one frame and it seems like no energy is absorbed in the impact. The cars bounce around like toys. It's certainly more efficient to use rigid body physics (they can simulate a lot more cars than we do) but it's fundamentally unrealistic in many ways. The particles and chunks coming off look cool, but it is a completely different system from what we do, and quite a bit less realistic and flexible. We approach things from a physically correct point of view wherever possible, always obeying the laws of physics. They are shooting for more entertainment value than realism.
     
    #2 gabester, Sep 27, 2013
    Last edited: Sep 27, 2013
  3. 0xsergy

    0xsergy
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    Real cars ARE floppy so the way NCG simulates them is quite inaccurate and probably uses precalculated damage such as GTA IV, V, etc.
     
  4. SlinkYza

    SlinkYza
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    The physics engines could not be more different between the two games, but I've been wondering about this myself though. Will more detachable parts be added to cars? like in a head-on crash, if miscellaneous engine bits would fly everywhere, would be kinda cool. I'm not talking about the particle systems, I mean actual simulated objects, like you would see at the scene of a real life accident.

    I could've posted this in suggestions, but it's more of a question than a suggestion really.
     
  5. gabester

    gabester
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    Vehicle Director
    BeamNG Team

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    We have had some ideas about that, like having the parts of the mesh that get deleted when beams break instead become spawned as a simple rigid body particle mesh. Right now we are focusing on other things but we will definitely try to improve this in the future.
     
  6. Samsuck

    Samsuck
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    That's all I wanted to know.:)
     
  7. estama

    estama
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    Developer
    BeamNG Team

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    There are roughly two approaches in physics simulation.:

    The first approach is physics that *look* realistic. Most of the game physics engines, including the one in nextcar game video, belong in this category.

    The second approach is, physics that *are* real. There are very few examples that belong in this category. Most of the fly simulator physics engines and BeamNG' physics engine belong in this category.

    Our focus is primary on the physics side no matter what. This means that we are willing to sacrifice gameplay, for example by not being able to simulate that many objects. It also means that we avoid "faking" things.

    My understanding of nextcar game's approach, is that their focus is more on gameplay rather than physics. So they are willing to sacrifice their physics simulation if that means that it'll make their gameplay better.

    The best way to judge physics is to look at it in very slow motion (even frame by frame). This is where the quality of the physics becomes evident, and why slow motion is one of our defining features to show that we do not fake physics.
     
  8. bryce121555

    bryce121555
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    Why is the game named BeamNG-DRIVE anyways??? just wonderin :3
     
  9. mihibo5

    mihibo5
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    Let's split the word on two pieces: Beam|NG

    Beamning means calculating and NG is new generation

    Something like that.
     
  10. Samsuck

    Samsuck
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    Because it's about driving? BeamNG is the name of the physics engine, and "BeamNG drive" it makes me think that the engine could be used for other purposes besides car physics.
     
  11. atv_123

    atv_123
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    Beam
    All the soft body objects in the game are made out of Nodes and Beams

    NG
    I am assuming that this stands for Next Generation because it is the second beam physics engine of its kind, the first being RoR (used in game play) that I am aware of anyways.

    Drive
    I can't imagine that this is any more then just because you 'Drive' around
     
  12. estama

    estama
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    Developer
    BeamNG Team

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    Exactly. I couldn't say it better myself.
     
  13. Elderbunnie

    Elderbunnie
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    Hi everyone,

    I used the search function in the Forum for about 20 minutes until I found this Topic which seems to be the newest one considering my suggestions.

    First of all, I have to say that this physics engine is awesome and it's a lot of fun testing all kinds of crash situations there are. Thanks for the great effort. :cool:

    But, like bryce said, I also get the feeling that there not enough parts to fall of. I'm not talking about engine parts, that would be too much. But some small parts either don't even exist or take extremly hard crashing to rip them off the car. With not existing parts I mean lights, door handles and so on (by now it's just a texture). The other parts are the wipers or the inside rear view mirror for example.

    I know, it sounds like I'm looking for even the smallest piece that doesn't look realistic to justify my criticism. But when you crash a car and something is still there where it shouldn't be it looks strange somehow. I guess you heard of the "uncanny valley" phenomenon.

    This also applies to the windshield. To me, it looks like that the engine calculates the damage of the windshield similar to body parts like the hood for example and is fixed to the main body of the car which is obviously not realistic at all.

    The last thing I would like to add is the current calculation of the pillars. At the moment you can't rip off the roof of the car when driving under a low obstacle like the hovering platforms in the test grid level. Maybe there is a chance to make the pillars detachable from the rest of the body or change the roof into a separate part?

    I don't know if you guys are already working on that. I would just like to know, if something of this could be even possible or not to make beamNG.drive even better than it is by now. :)

    Keep up the good work. Can't wait for the next update. ;)

    Oh, and if you're wondering about some weird mistakes, I'm from Germany and try my best.
     
  14. Cardinal799

    Cardinal799
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    While this thread is bumped, I think that BeamNG could be BeamNodeGame, possibly. BeamNG rolls off the tongue much easier IMO.
     
  15. Potato

    Potato
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    It's Beam Next Generation. At least that's what the community has come to accept.
     
  16. logoster

    logoster
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    it is Beam Next Generation, as has been stated many many times
     
  17. Cardinal799

    Cardinal799
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    Oh okay, I am unsure if I was around when that was thought about.
     
  18. jotaonze

    jotaonze
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    BeamNodesGame was my idea...Just sayin'.
     
  19. Olrosse

    Olrosse
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    Beam Node Generation is what i tought it was
     
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