why can't beamng drive have working winches/ working ground deformation?

Discussion in 'Ideas and Suggestions' started by hipal01, Aug 22, 2020.

  1. hipal01

    hipal01
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    every person that has ever played beamng drive has probably wanted a working winch like in mudrunner/snowrunner and also every person that has every play beamng drive has also probably wanted working ground deformation. so come on devs!!!
     
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  2. Alex_Farmer557

    Alex_Farmer557
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    ok
     
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  3. Phym

    Phym
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    *facepalms*
     
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  4. FS16

    FS16
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    winches are definitely doable (you can already fake them holding ctrl and using the node coupler), will probably be added at some point.

    ground deformation is currently not really possible with beam's t3d engine. not to say it will never be added, since they have modified t3d a lot already, but it's probably not high on their priority list. would be cool as hell, though
     
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  5. Alex_Farmer557

    Alex_Farmer557
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    deformable ground would require jbeaming the entire map
    that's not going to be feasible
     
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  6. Phym

    Phym
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    lol 20fps on a threadripper with a 2080 or something.
     
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  7. hipal01

    hipal01
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    all they would have to do is just make a deal with the people that made mudrunner
     
  8. Alex_Farmer557

    Alex_Farmer557
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    two different game engines
     
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  9. FS16

    FS16
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    not how game engines work, havok vs torque3d
     
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  10. Phym

    Phym
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    impossible 100
     
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  11. hipal01

    hipal01
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    i know that but i was just saying, because since mudrunner is kinda in its past life with snowrunner out and mudrunner mobile out they probably could get a good deal on the software.
     
  12. Phym

    Phym
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    2 different game engines can not be combined, and even then the whole map would need to be jbeamed, do you want 10 fps with a ryzen threadripper and a 2080?
     
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  13. Alex_Farmer557

    Alex_Farmer557
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    different engines means different code
    what the oovee team used to make deformable ground won't directly work in beamng's fork of t3d
     
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  14. FS16

    FS16
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    mudrunner's ground deformation is based on a completely different game engine, you can't simply copy paste it. it's like trying to run an iPhone app on a Windows PC

    also if this thread got anyone (like me lol) wondering how spintires/mudrunner's deformation actually works, there's a blogpost by the dev breaking it down: https://www.gamasutra.com/blogs/Pav...09626/Mud_and_Water_of_SpintiresMudRunner.php
     
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  15. Phym

    Phym
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    *at all
     
  16. hipal01

    hipal01
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    bye the way u can do that
     
  17. FalloutNode

    FalloutNode
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    forum user 2020
     
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  18. IDontKnow

    IDontKnow
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    Importing the whole game of BeamNG.drive to another engine would require so much work that it wouldn't be worth it right now. I remember a few years ago someone made a thread about porting BeamNG to Cryengine 3 again for the better graphics. Tdev analyzed the idea and came to the conclusion that it would take too long. Plus, this has already been suggested. The devs have more important things to put in the game than ground deformation.
     
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  19. Agent_Y

    Agent_Y
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    Jbeam/QA support
    BeamNG Team

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    We don't even have breakable street signs on maps and you want ground deformation??? Do you have any idea how much it would lag??
     
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  20. Trophy

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    the winch is possible, iyb's b-series has a wip one, but the deformable ground would require a jbeam and nodes, so it would be another very large vehicle the game has to simulate, so not even a nasa computer could simulate that. Beamng has no limits, what limits it from having a experimental vesion with deformable ground, realistic water, and many more features is that there is no computer to simulate it. So in the future, when laptops have the power of supercomputers, that will be possible. but for now, it is not.
     
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