• BeamNG's awesome soft-body physics in CryEngine3
    86 replies, posted
We've been working on this for a few months and now it's ready to show. The same awesome physics as Rigs of Rods, now even better and running smoothly in CryEngine 3. It's still an early work in progress, don't mind the shading and collision bugs. And before anyone says anything, yes - real trucks do jiggle like that. [url]http://beamng.com[/url] [media]http://www.youtube.com/watch?v=KppTmsNFneg[/media]
This is FUCKING awesome. Is Rigs of Rods still even being worked on?
Holy shit, this is amazing. Will be following this for sure.
This is really impressive. Can't help but wonder what kind of applications this'll be used for.
That is amazing. I want to play it now. Give me. [editline]28th May 2012[/editline] The truck seems very toy-like.
Wanted to see some truck into truck footage but that was pretty fantastic.
Would love to see this used in something like GTA.
Valve please hire these guys.
Is this going to be used as a plugin system for the engine, or are there plans for a complete game out of this?
Watching it now, but regarding the crashes at the beginning, how fast is the car going?
[QUOTE=Killuah;36113282]Valve please hire these guys.[/QUOTE] Valve? There are much better companies that these guys could go too with this kind of tech. And honestly, I'd rather see them stay indie.
So what's the performance hit with this? You said it was running at 100fps, but what would it run at without your sexy amazing modification? Really though, this is amazing. I didn't even think stuff like that would be possible on today's technology.
remake Burnout 3 in CryEngine 3 please
[QUOTE=l l;36113363]Watching it now, but regarding the crashes at the beginning, how fast is the car going?[/QUOTE] The first crash at 0:28 was around 40-50mph I think. The third crash at 0:37 was closer to 60 mph.
[QUOTE=Rastadogg5;36113364]Valve? There are much better companies that these guys could go too with this kind of tech. And honestly, I'd rather see them stay indie.[/QUOTE] Indie with infinite money would be ideal. Valve would probably be the best to go for because of their 'do what you want. here, have some money to do it' style.
[QUOTE=ManningQB18;36113380]So what's the performance hit with this? You said it was running at 100fps, but what would it run at without your sexy amazing modification? Really though, this is amazing. I didn't even think stuff like that would be possible on today's technology.[/QUOTE] Currently the bottleneck is graphical. On our complex forest map, framerate hovers around 50-60 regardless of whether or not it's simulating the truck.
Does it support different materials? Do tires behave differently when colliding than the car frame? How much work does it take to take some conventional solid 3D model (assuming you have all of the individual parts of it modeled) to something like the truck in here? [editline]28th May 2012[/editline] [QUOTE=Penis Colada;36113397]Currently the bottleneck is graphical. On our complex forest map, framerate hovers around 50-60 regardless of whether or not it's simulating the truck.[/QUOTE] So it's very low impact? This is amazing.
Can see a couple of oddities in some of the crashes. but otherwise very nice job.
Will you be adding rag-doll like... rag dolls for drivers?
[QUOTE=Penis Colada;36113385]The first crash at 0:28 was around 40-50mph I think. The third crash at 0:37 was closer to 60 mph.[/QUOTE] Oh fantastic, I know it's slowed down but it looks really slow, the engine wouldn't crumble up like that at a slow crash. :v:
[QUOTE=ManningQB18;36113423]Does it support different materials? Do tires behave differently when colliding than the car frame? How much work does it take to take some conventional solid 3D model (assuming you have all of the individual parts of it modeled) to something like the truck in here? [editline]28th May 2012[/editline] So it's very low impact? This is amazing.[/QUOTE] Yes, we can set up different physical parameters for different parts of the structure very easily. It's a shitload of work to build the physics structure. I actually have to do it in notepad because we haven't made an editor yet. This truck has 300+ nodes and over 3000 beams, all placed manually. Every beam (well, group of beams) has to have its stiffness and strength fine tuned for realistic behavior. Though I've been doing it long enough (making Rigs of Rods cars) that it's pretty straightforward for me. It's incredibly hard to learn though. One good thing is that once I've made a physics structure like this for the truck, I can apply it to any other similar pickup truck just by moving some nodes around and changing the meshes. I could also strip off all the body panels and reuse the frame and running gear for a different car.
It's nice but the damage models clip like crazy. Hopefully you can improve it.
[QUOTE=ZapDing;36113437]Will you be adding rag-doll like... rag dolls for drivers?[/QUOTE] It's theoretically possible, so I don't see why not.
Oh it's you that's making it, cool. I shall correct my grammar.
[QUOTE=Scot;36113550]Oh it's you that's making it, cool. I shall correct my grammar.[/QUOTE] I did the truck, we've got two amazing coders who did all the hard work, and another guy made the off-road terrain you see and some of the background objects.
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This looks absolutely amazing. Hope we'll be able to see something like this in a GTA game in a couple of years, coupled with Euphoria it'd be such a realistic experience.
I hope there's some kind of public test coming eventually?
*snip*
Looks amazing. Will the end results be similar to Rig of Rods?
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