Destructible street lights in west coast USA

Discussion in 'Ideas and Suggestions' started by shinchanf1, Mar 31, 2022.

  1. shinchanf1

    shinchanf1
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    Don't you just hate it when your ram plow, rocket boosted T-Series gets destroyed by a street light on the streets of west coast USA? Want to plow through it?

    Destructible street lights! And yes, i know about the spawn able prop, I'm talking about making the ones spawned with the map destructible.
    About being laggy, do it like other driving games do:
    No collision? Treat it like a map object, collision? enable physics upon impact. And despawn prop and respawn map object ounce the player is a certain distance away.

    You shouldn't have your car destroyed while jumping down the sloppy streets of the city By a street light.

    Extra thing: have a "destructible_streetlight" and an "indestructible_streetlight" in the world editor.
     
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  2. ramer201010

    ramer201010
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    Honestly, I think that that is a good idea. making the destructible only on impact.
     
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  3. CaptainZoll

    CaptainZoll
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    the problem here is making a system which can not only load in a destructible street light smoothly and quickly when your car is flying towards it,
    but also to not convert the 3 other nearby ones at the same time unnecessarily, except the one that's about to be hit by your tire which has just broken off.
     
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  4. shinchanf1

    shinchanf1
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    Other games don't exactly have this problem, something collides? They just make the streetlight fall apart. Games like GTA 5 do this without problem.
     
  5. Agent_Y

    Agent_Y
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    Jbeam/QA support
    BeamNG Team

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    "Other games can do it" is THE DUMBEST ARGUMENT EVER. This is not even a game, it's a simulator. Things that are easy in other games are 100000 times harder here.
     
  6. CaptainZoll

    CaptainZoll
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    a GTA 5 streetlamp starts off as a moveable object even when you drive past it on the other side of the road, when you hit it all it needs to do is break the binding to its spot on the footpath so it can move around, and swap the mesh to a bent/scratched one.

    in beamNG we're talking about taking a presumably static object, and entirely replacing it with what is basically a vehicle, with an abnormally high detail physics model (for a streetlamp in a game) which has to have all the tensions and velocities inside settled before you actually hit it, otherwise you'll get weird results.

    the only other way is to implement a "physics sleep" like RoR had, where each object gets spawned in and gets its physics paused locally, but that would probably require actual changes to the laws of physics, and you still have the problem of spawn-position internal stresses, and figuring out precisely when to actually enable the physics on that object.

    "just make it fall apart" if it's that easy, why haven't you tried to implement it yourself?
     
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