I am sorry for my english In your video, "Revolutionary soft-body physics in CryEngine3" - I noticed, that after car crash, or(and) details of car is active because of the physics features - details of car are "hang out" or "swim". So sad, but this moment makes physics not realistic. I understand, that this may be part of the continued physical modeling, but I think that if you make something like "Freezing time" for inactive details of 3d model (at some point). It is necessary that the details were in a fortified position after deformation (collision). "Freezing" can be done at a certain time, until the next collision. I think, this make very scary realistic physics of car, lol. once again, the points - 1 - car hits the wall 2 - in a moment of collision car deforms 3 - if a deform is done, and details is inactive (example - untouchables) - the details are "freezing" or "stopping be active" (that not to swim, like a jelly) 4. ?????? 5. PROFIT With respect to you, from Moscow. You are cool, guys!
You need to find a better translator. I can't even begin to figure this out. well, I can begin but the principle stands that you need better English. Are you trying to suggest that we swap between rigid body and soft-body physics? so when the car isn't subject to abnormal stress it acts as a rigid-body to save processing power?
What the guy saying is: Car smashes into wall, car crumples, but way after the crash it's still wobbling like mad. Real cars don't wobble like jelly after a crash.
oh, if thats all he's saying then just look at the roof of this Audi. things do wobble in crashes that said, in the description of the aforementioned video you can find this quote; "We already know about and have fixed some of the excess flexibility (i.e. the rear door of the sedan and the mirrors on all cars)"
Well do you understand me. I just wanted to say that the your video is too much "JELLY" effect. And video with Audi crash test - human eye can not see so many frames. You saw a car accident? I think, you will not see such details. 1. CAR IS CRASHING...and we see a... 2. Wrecked and battered car! And wobble is minimal (or may not be at all) Deformations are very good, but post-effect (jelly) - not realistic. Soft body physics is better, but you have to know when to stop. Needed balance with soft-body physics and rigid physics. Metal - is not the jelly. I'm very sorry for my english again.
actually, the footage is shown in slow motion which is why the cars in the videos seem to vibrate too much. In real-time it's very accurate. Take a look
You're right: you wouldn't see such details in real time That would apply to the game too. If you compared a slowed down crash in real life to a slowed down crash in BeamNG, you would notice that both "wiggle." In real time they look almost identical since you can't actually see the minuscule differences between them. You wouldn't really notice the wiggle effect as much.