Well, when I was in class, which is right now (I'm such a rebel xD) I was thinking about Dynamic smoke and how cool it would be if it was implemented in BeamNG. Some cases where it would be useful ; -Fog -Clouds (when flying airplanes for example) -Drifting -Burn outs -Engine blow -Steam coming out of exhaust -Oil touching hot parts on engine / exhaust. -Many others Here is an example of what I mean. Let me know what you think about my idea / suggestion .
Sure, it could be great ! But i think it's may be a problem for who using ATI graphic cards no ? (not my case)
Well I amuse they would put it under graphics, so you could turn down the graphic settings (or turn Dynamic Smoke off) and increase your FPS if necessary.
They don't specifically have to use PhysX, they could implement something that takes advantage of OpenCL for graphics-accelerated effects.
it looks like a particle with collision detection and simple physics. Seems like a fairly straight forward system. There's absolutely no reason to say they can't do it, even I can make something similar using floating boxes and a rigid-body object in Vpython. You can make a box or sphere push the objects around. Simply replace the box with a particle animation. It should only be done if they think it's needed and if its plausible. In a demolition derby, for instance, you're going to have many cars generating many particles in a small and contained area. It might not work very well. You already have the thousands of complex particles that make up the cars -- nodes and beams, and plan to add hundreds more particles that also have physics floating around to represent smoke.
Mhm, thinking it's a good idea and seems easy to do (even if i don't know how any language). With a lot of vehicles, the engine can choose to only render the smoke of the player's car. A bit less impressive, but good looking anyway. No ?
I guess that may be true, but what if it was a windy day (asuming theres wind in the cry engine). The smoke could get blown away instead of just staying in the air / ground.
I believe you've got the idea as they are just particle animations that deflect from the spawn point or even a specified wind direction, like with any standard game they are increasing in size and maybe duplicating as they live until they reach a specific size and fade away, but they have an added collision box around them so they deflect of other objects. So its quite simple but in practice will likely cause some headaches both during programming and in-game.
Smoke would be a cool feature to add, more particle effects the better I say You could also do fire simulation and stuff too, perhaps even rupturing a fuel tank in a rear end crash causing the receiving car to blow up in flames (like FarCry 2 kinda) But seeing as the CryEngine already has this kind of stuff built in smoke could be included, don't quote me on that though, that's the devs jobs.