Would it be possible to record just the mesh deformation? Track the global position of the mesh, and then as deformation happens log variations of vertex positions based on a reference point on the mesh? The replay doesn't have to be able to resume from a point further back in time, but it would be nice to be able to re-watch those screwups you're unprepared for because you're actually trying to drive and aren't planning on launching your car off the bridge. ninja edit: I'm an idiot, is it harder to track 400 nodes or a few thousand verts?
The cars have ~50,000 verts, and the physics skeleton has ~400. They are both simply data points with X Y Z coordinates. It's much, much less data to just save the node positions and map the flexbodies to the physics skeleton as you view the replay. That's how it worked in RoR.
I am giving my first impression to the Dev team, as it is the title of this topic and I bought the Alpha yesterday. Then I don't have to convince you, it is all about "my first impression", I don't have to fight across thousand of beamng fan to express myself. If you want to discuss let start private !
Got this last week and think it has potential and wanted to contribute in this amazing project. I would like to see a traffic map, (high speed intersection with cross traffic for AI, a player could drive through) or an easier way to add other vehicles to run into (NPC or Non), but overall I like the program. On a scale, I would give it a 7.5. I look forward to seeing what the completed product looks like. Thank you for all your hard work.
I personally LOVED it, and let me emphasize that! I was amazed with the realism and damage quality. Unfortunately, I was playing on a slow laptop and couldn't enjoy the whole thing.
It's surely a dumb question, but how to start the vehicle??? The cars simply don't do anything if I press any arrow button - that's my first impression, sadly...
10/10 I personally think it is super amazing, those physics of the game is just "wow". Planning to buy this game later tonight or tomorrow, since I just heard about that game through my friend.
im pretty new hear n i bought a pc just for beam ng and next car gam i gotta say beam ng is relly cool im liikeing it a lot even tho my computer is crap im finding myself playing beam ng alot more than next car game im not sure why maybe its the modding commuinty idk but im really glad to be supporting you guys
I've been following this project from back when it was just a video of a new technology to be used in games. I bought this a week ago and am having a blast with it! I'm a little put off by how much the cars slide around. Not sure if it feels like the gravity is too low or if the wheels are just coated in vaseline. Maybe I just have a setting wrong or my graphics card is doing something funny with the game. As is, I don't ever see this taking off as a racing game. Perhaps that's not even the plan, it'd be great as a demolition derby or stunt track game. Or maybe it will be a great racer and this issue I'm having is just a beta thing. Either way, I am having a great time playing this thing and am excited to see where it goes.
I think the problem is that you may be used to other racing games with traction control, and also that you're (most likely) using keyboard controls. Basically, if you use keyboard controls you can only floor it and steer all the way left or right. The next update should add speed-sensitive steering, meaning you will steer less at as the speed increases. This should make it harder to spin out on accident.
There are some big handling improvements coming in the next update - hopefully you'll be happy with them The cars have a realistic level of grip, but the way they were losing and regaining grip was not correct - still isn't, but it is much improved for the race update. Also, the controller used plays a big role - you cannot really drive effectively with a keyboard. I can tell you that the cars in the current dev build of the game feel much stickier than they do in the current public build.
Now that I'm finally getting to play around with the game.. Its awesome, My daughter and I take turns crashing stuff. I would like to try my hand at creating a track or 2.. keep up the good work...
the only problem i have with it, is that i first thought it was a Soft-Body destruction engine using cars... now it seems to be a car simulator that uses Soft-Body destruction... (get what i mean?) but that aside, its a really impressive technique... and fun beyond belive to any physics freak.
Technically you can simulate many things with the engine including planes, helicopters, and (with the addition of buoyancy) boats. The engine, as of current state, simulates metal objects the most realistically hence why cars are the subject matter of the game. While the engine can simulate plastic materials such as trim or bumpers, things like fiber glass wouldn't be simulated with the same accuracy as metal.
well i am beamng fan since the first picture , video, anauncment and release of th ealpha. i do also have the game from the beginning. so its not my first impression. but i like the game so much and i think it will be improved much more that i am building a new rig mostly to play beamng better
I found this game to be amazing in its soft body physics! I sit and forget to check the time, before I know it it's 5pm and I need to get other things done. Thank you for the metal bending awesome!