![]() What you see is the mere consequence of simulating things to that kind of level. Most games out here do not do this, but think vehicles as so-called 'sliding-blocks', with some points that gets deformed randomly when forces are applied and that most of the time does not affect the vehicle handling at all.Īlso, BeamNG.drive is not about crashing. you do a hard landing and blow up a suspension or mis-allign a wheel hub). the sum of all these smaller parts being simulated ), and any change that happens to these affect how the vehicle handle (ie. All of this together renders the whole vehicle ( ie. That means we are simulating every vehicle part, from the bigger to the smaller detail of what a vehicle is made of. We are simulating around 300-400 datapoints/nodes (or more, depending on the vehicle size) and over 2000 inter-connections/beams(or more) per vehicle. Not to sound mean (I also supported and enjoy Wreckfest), but BeamNG.drive physics are on another level of complexity. Αναρτήθηκε αρχικά από GeneralTragg:Look at wreckfest the physics are nearly the same but they've toned down some of the details. ![]()
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