Video-game wrecks get real with BeamNG.Drive - BBC Autos
69 replies, posted
[QUOTE=ChestyMcGee;45769131]i'm amazed that beam and next car game etc haven't all joined forces yet. they're all developing the same, very very niche product, and i think they could much better serve themselves if they collaborated on something
also i feel like developing this technology as something on for their specific games that they're selling is really the wrong way to go about this. i can't pretend to understand the ins and outs of their businesses but i can't for the life of me understand why they aren't selling this tech to the likes of codemasters, world of mass development, etc
i'd rather see technology of this sort implemented into a proper racing game or simulator, rather than buy a standalone title of really sub-par driving physics, just for the crashing, but maybe that's just me[/QUOTE]
Because they all compete with each other, they all have watch out and one-up each other and let the best product win.
[QUOTE=showtek;45769653]Wasn't it on CryENGINE 3?[/QUOTE]
It was originally. They moved to Torque.
[media]http://www.youtube.com/watch?v=xTh1lHXDup4[/media]
Hopefully it'll be more like this when they start focusing on sound design.
I can imagine it being sort of hard triggering the specific sounds though. We'll see.
[QUOTE=Trumple;45771254]The cars in BeamNG used to be a lot less "stiff" making for really fun crashes. They updated all the cars to make them more rigid and it kind of lost its appeal.
Anyway, I made a thing to edit the cars: [url]http://www.beamng.com/threads/2994-DriveEditor-Vehicle-Configuration-(-jbeam)-Editor-GUI[/url]
There are probably better tools by now, though.[/QUOTE]
The reason they made things stiffer was to account for the fact most road vehicles don't destroy themselves over normal wear and tear. Since the team has expressed desires to make the game an extended simulation taking into account car damage as an active element, having a car not be able to take two laps without obliterating their chassis would not be fun at all.
Hell, forget taking two laps and dying, there were many times where I would take a shallow hill at speed and lose my hood, or bottom out on flat ground (???), so the changes to the car damage were not only necessary, they were welcome on my end.
I think because of the appeal of the soft bodied physics and how open ended it is right now people like to imagine the possibilities if its infrastructure shoehorned into preexisting games. This might be because damage modelling has always been the one aspect that racing games and simulations alike have always failed to properly execute. I too would like my own specialized amalgamation dream game of various GT and track day racing simulations to contain the same beautiful damage model in beamng, but its far fairer to be patient and see how the game will unfold and stand on its own. Hell, it might not be everything I want but it could still be incredibly fun.
[QUOTE=proch;45769565]Make it an industry standard
Advanced biological simulation in every game
Imagine how satisfying FPS would be[/QUOTE]
Battlefield 5 - get hit by shrapnel and never walk again!
[QUOTE=paul simon;45772257]Hopefully it'll be more like this when they start focusing on sound design.
I can imagine it being sort of hard triggering the specific sounds though. We'll see.[/QUOTE]
On the topic of BeamNG sound demos, here's some done by LordJarhead (JSRS) and [URL="http://facepunch.com/members/33979-Squeegy-Mackoy"]Squeegy Mackoy[/URL]
[video=youtube;XjqKr5dWLgY]http://www.youtube.com/watch?v=XjqKr5dWLgY[/video]
[video=youtube;ba4H_9_VKDQ]http://www.youtube.com/watch?v=ba4H_9_VKDQ[/video]
And here's it done ingame:
[video=youtube;V5QqgKgSBJI]http://www.youtube.com/watch?v=V5QqgKgSBJI[/video]
The problem is he doesn't own the rights to the sounds. It's definitely doable though.
It's understandable that the sound sucks though. They're probably still focused on the engine technology and don't have many sound designers :v:
[QUOTE=Gogeta SS4;45772545]Battlefield 5 - get hit by shrapnel and never walk again![/QUOTE]
Sharpnel thing is pretty much what Arma 2 has, get a shot in the leg and be able only to go prone and crawl to move, while screaming like a tortured pig. Arma 3 sadly lost that damage system, now you pretty much get shot multiple times and the character dosent care about the damages, he literally is able to act normaly unless he gets the last fatal shot...
[QUOTE=Brt5470;45351673]BeamNG is nice, but we need something in between BeamNG and NCG. It's too jellyish in NG.[/QUOTE]
And in NCG, the cars / whole damage system&engine is still too stiff. If you've toyed around with NCG pre-release, you'd probably know.
Like, if you T-bone another car with full speed, the whole impact is sort of like absorbed, and no impressive crash/damage is created.
The damage comes gradually, over multiple crashes, in a kinda annoying way, notably in the Derby-mode..
And the cars don't take off spinning/flying that easily when get tackled in a high speed turn or w/e, so there is a lot of tweaking and work to be done in NCG imo.
And that being said, this BeamNG looks pretty impressive, even more-so than NCG in its current alpha state.
I can only hope this is one of the issues that they are discussing on the NCG dev forums because I've been too lazy to post there.
[QUOTE=Zah;45357210]BeamNG is pretty neat, but the developers ruined it for me a bit when they kept verbally attacking people online like childish twats. They seem to have a beef with Bugbear.[/QUOTE]
I've seen this with users on the forum too, the dev seems to attack people who do something slightly wrong when making car mods, as a result the forums is littered with unfinished mods.
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