• Tower of Trucks - BeamNG.Drive (self-post)
    7 replies, posted
Been a while since I uploaded any videos, nevertheless posting them here. Anyways, let's stack some fucking trucks https://youtu.be/Q4_zQGuqdUE
Was half expecting the trucks to tumble over again during the final wall crash. Been a while since I touched BeamNG, might re-install and checkout the latest updates on it so far. Also nice to see your stuff again, always appreciated your editing and usage of post-processing/motion blur (even though it was minimal in this one but still hey )
I like the grade of your video. It's obviously just fucking around, but it's done in such a formal fashion. In a chill way.
The driver of the second one would be fuckin toast after that.
Doing the motion blur thing requires so much work, this'd end up being like a week long project
I remember seeing your tutorial on how you do it but wasn't aware how time consuming the process is Nonetheless it's still a slickly edited and paced video so great either way!
Love the way Beam.NG simulates metal bending and deforming
It's such a shame this amazing physics engine is limited to 1 player only though. The problem with doing networked multiplayer in BeamNG is the massive data rate the game produces on the fly with its simulation. Every single node on a vehicle is simulated at 2000 updates per second, so to get multiplayer working you'd have to do some trickery. The replay system they added maybe a year back does some neat stuff that could be used though. It culls the recorded demo from 2000hz to 60hz, and does some interpolation to ensure that car movement remains smooth. This reduces the data rate quite a lot. So I imagine a multiplayer system similar to the also physics intensive Besiege - where the host simulates all the physics, and data is culled/compressed before being sent to the clients. (Besiege uses a clever grouping/parenting system to reduce data rate - it's basically a networking optimization that doesn't affect accuracy) Practically it works very well, assuming you live close to the friends you're playing with. It could also have a hybrid system where vehicles are simulated locally until you get close to the other player(s), where it'd then switch to simulating on one machine to ensure reliable interaction physics, although I imagine the mode switching could have some minor desync artifacts. Fuckin props to the devs for working so hard on this though. Recent updates have made the game sound and feel so much better. They now have a sound guy that previously worked for Codemasters, and it shows.
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