im looking forward to the raw destrucktion of car and stuff but im not to the amount of laaaag i willget also q for the devs will we ba able to convert cars from ror into bng or not?
I'm looking forward to anything off-road related. I'm hoping that I can make a similar screenshot in BeamNG like this one I took from GTA IV http://puu.sh/1aexL
Ragdoll physics. GTA IV hasn't got the best crash physics but the ragdoll system adds so much realism to the game. Also I hope only dynamic structures in beamng isn't made from node/beams, we should have some obstacle objects like garbage bin, box, lamp post, which can move but not made from node/beams.
Having rag-dolls implies that they would need to create a character or AI for the sidewalks, which I'm sure is not their main concern. The objects idea you are talking about is a good idea though so we can have much more of them without causing an increased system load. Maybe in the options players can choose if scene props will have beams/nodes or not? (probably not the easiest thing to make possible)
I'm not sure if ragdoll physics is one of their goals for the BeamNG engine. The about page says that they want to make a state of the art physics engine and that they "aim to bring our expertise in real time soft-body physics and soft-body physics model design to the forefront of game physics simulation". Ragdolls are just a bunch of rigid bodies strung together. Perhaps one of the devs could elaborate on the long-term engine goals, and how much of their efforts are going into physics other than soft-body. Either way, the only real use I could see for ragdoll physics in the BeamNG game are for crashes to see how the driver or passengers react, but I really wouldn't care either way. If their BeamNG game is going to be like RoR, a vehicle simulator, I think that ragdolls would be a waste of time. Also, having ragdoll physics doesn't imply there will need to be sidewalk AI. The grammar in the second part of your post has got me confused, but are you asking if they are going to have rigid bodies? I don't know why you'd want a garbage bin to NOT be a soft body (crushing it would be fun). Regardless, I am sure there will be rigid bodies, especially for small props where soft-bodies would be an unnecessary tax on the computer power. Anyway, I think I'd rather have soft body lamp posts and sign posts, I mean, just look at the picture of gabester's truck showing a speed limit who's boss: http://www.beamng.com/threads/130-Screenshots!?p=8445&viewfull=1#post8445
Sorry for bumb. Anyway i was on .twitch ( Long beamng videos ) . Streaming session #1 it Had a demo derby thing so am looking forward to getting a demo derby map and set up cars and see them smash. ( Best bit is i think its off line ). But the most thing am looking forward to is playing it. haha
We at the Live For Speed team and Matrox would lovely too work with eatch other to make the perfect game ever. You can contact us on my email : {} Regards.
Love it when people can articulate themselves through perfect English. Love how that's the real email address. Love how this post is completely legit. THIS IS SARCASM IN CASE IT ROARS OVER YOUR HEAD AT 400KM/H WHAT'S THE POINT OF EVEN POSTING THAT In regard to the topic of this thread, I have nothing to contribute.
hmmmm, yeah right, i honestly doubt the lfs devs came to beamng to help devlop it, there hasnt been an update to lfs in forever
I'm really looking forward to the damage effects, also the quality it seems real promising I just hope it doesn't kill my computer.
I'm going to be perfectly honest here; I can't wait to crash things into other things at high speeds. I also can't wait to see what the ROR monster truck community makes for BeamNG. The improved physics/graphics/everything could make for really sick monster truck simulations.