This is quite a bad example of ragdoll physics because there aren't any limits in the joints in that game, however Garry'sMod would make a pretty good example. http://www.youtube.com/watch?v=4RmZXFCyYFo I really like the idea of adding ragdolls. I like the idea of crashing your car andThis could also be integrated into some sort of minigame. Perhaps called windshield shooters or something along those lines. In which we have to add objects and change stats; then crash the car and send the ragdoll out of the window as far as we can.
I love the ragdoll idea. It would be nice to actually have a driver and character (rather than RoRBot who disappears when he enters a car...), especially if there were realistic ragdoll physics. That could make the game more like a sandbox title, like GTA without the violence. Also, if ragdoll physics were implemented, this game could actually have scientific purpose. Car designers could test safety in various scenarios through BeamNG (moreso the things that couldn't be done easily or cheap, like seeing how a truck deforms when it hits a wall at 200mph.). BeamNG could become more than just a game. It could become the next-gen safety tester.
Thanks for all the positive feedback. I just would like to see how the car and driver behave an accident. - - - Updated - - -
I think all charecters can be simulated only with N/B skeleton in the BeamNG's project, otherwise how they will interact with vehicles interior parts. - - - Updated - - - There are already two or even three safety test programs, such as LS-Dyna, MechLabs, which can provide more accurate car body deformation then BeamNG's engine, because it's using very complex 350000+ node skeleton for vehicles, and it's 100% accurate.