1. This section is for Ideas and Suggestions related to official game content. Don't request licensed vehicles here please. Read the rules here
    Dismiss Notice

Particle groups

Discussion in 'Ideas and Suggestions' started by B25Mitch, Nov 14, 2014.

  1. B25Mitch

    B25Mitch
    Expand Collapse
    Vehicle Artist
    Staff Member

    Joined:
    Aug 27, 2013
    Messages:
    255
    This jbeam feature would allow for the creation of beam groups which spawn particles when the beam breaks. Any additional physics load from particles would be offset by the deletion of the broken beams.

    Definitions would include name of particle group, number of particles to emit upon each beam break, particle mesh (perhaps allow multiple meshes for randomization), and particle life in seconds.

    Example:

    in the flexbodies section:

    -------------------------------------------------------------------------------------------------------------------------------

    {"particleGroup":"fibreglass", "particleNumber": 4, "particleMesh":"fragment1", "particleLife": 30}

    -------------------------------------------------------------------------------------------------------------------------------

    and in the beams section:

    -------------------------------------------------------------------------------------------------
    {"particleGroup":"fibreglass"}

    //beams

    {"particleGroup":""}
    -------------------------------------------------------------------------------------------------

    Particles would be massless and use single point-based physics (i.e. just 1 node), only colliding with coltris and no self-collision to avoid getting stuck in the emitter vehicle. Particles rotation would be based on an assumed coefficient of friction combined with angle of incidence when bouncing off surrounding objects. Initial velocity vector of the particles would be derived similarly to the existing sparks effect, perhaps multiplied by the strength of the host beam.

    I believe this feature would contribute greatly to the simulation of modern vehicles, which have many plastic components that tend to shatter rather than deform. Implementing the feature would not involve any physics methods that aren't present in the engine already, and implementation would be entirely at the discretion of the vehicle creator.

    *artists impression*


    (imported from here)

    *reference image*


    (imported from here)
     
    #1 B25Mitch, Nov 14, 2014
    Last edited: Nov 14, 2014
  2. IamNameless

    IamNameless
    Expand Collapse

    Joined:
    Oct 16, 2014
    Messages:
    72
    Sorry for bumping this thread immediately, but will you build that 747 i suggested?
     
  3. Nadeox1

    Nadeox1
    Expand Collapse
    BeamNG.Support
    Staff Member

    Joined:
    Aug 5, 2012
    Messages:
    12,627
    Does it matter if you don't own the game yet?
     
  4. IamNameless

    IamNameless
    Expand Collapse

    Joined:
    Oct 16, 2014
    Messages:
    72
    Hhh... again this "what does it matter if you don't even own the game yet"
    Have you noticed that Pontiac doesn't have Beam badge either?
     
  5. Aboroath

    Aboroath
    Expand Collapse

    Joined:
    Aug 25, 2013
    Messages:
    3,773
    Something like this would certainly be welcome. In my opinion lots of glass, metal and plastic makes the scene just as much as realistic deformation.
    Are you suggesting this feature or making it?
     
  6. zippyzizo

    zippyzizo
    Expand Collapse

    Joined:
    Feb 28, 2014
    Messages:
    5
    Nice touch to make the game more realistic!
     
  1. This site uses cookies to help personalise content, tailor your experience and to keep you logged in if you register.
    By continuing to use this site, you are consenting to our use of cookies.
    Dismiss Notice