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Compatibility with game engine's native effects

Discussion in 'Troubleshooting: Bugs, Questions and Support' started by MindEraser, Jan 4, 2013.

  1. MindEraser

    MindEraser
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    Joined:
    Aug 14, 2012
    Messages:
    82
    Any modern game engine worth its salt offers effects like smoke, fire, sparks, rain, cloth simulation, and so on. How compatible will these types of effects be with vehicles made in BeamNG?

    For example, let's say you wanted X effect to come out of Y place while Z thing breaks. Perhaps a spinning component snapped, spewing sparks and maybe a bit of smoke. Would this be feasible? Perhaps you could place the particle entities like meshes using a reference node, with a rotation option if desired, again like current RoR meshes. Not sure about activation though, maybe when a designated beam breaks?

    Finally, any thoughts towards cloth simulation? CryEngine 3 has some great cloth simulation, could be handy for some vehicular stuff like flags or bed/trailer coverings. Just thought I'd throw this out there.

    I realise the project is in its early stages, but since Gabe posted about dirt buildup in the screenshots thread, the time seemed right to ask. Cheers guys, keep it up!
     
  2. gabester

    gabester
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    Vehicle Director
    BeamNG Team

    Joined:
    Jun 6, 2012
    Messages:
    2,653
    Particles stuff is very modular and easily scripted :)

    As for cloth sim: Beam physics natively support cloth quite easily. No need to use any other cloth physics.
     
  3. MindEraser

    MindEraser
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    Joined:
    Aug 14, 2012
    Messages:
    82
    Awesome, thanks for the response Gabe. Can't wait to play around with this stuff :)
     
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