BeamNG.drive

BeamNG.drive

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Donaru Sep 25, 2018 @ 8:26am
Sorry, another Multiplayer post
Ok want to start by saying, yes this question has been asked to death, but I scoured around and haven't seen anyone actually make any suggestions that could make this possible.

I know the physics in BeamNG are a massive hurdle for multiplayer, so why not just make anything physic based happen only client side for client side vehicles.
The client would only need to register the location of other players, not so much how other players vehicles are interacting with the environment.
Other players on the map could appear as simplified variants of the vehicles they are driving and not show any body deformation.
This would help the system bog down from multiple vehicles on the map.
Would probably need to limit players to only one vehicle.
You could even go so far as to force Simplified Collusions between players.

I'm sure this isn't what people want exactly when they ask for multiplayer, but it could be a start.
This would allow for non-contact races and free roaming with others.
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Showing 1-15 of 21 comments
Dr. Death Sep 25, 2018 @ 9:26am 
because if physics was only client based on each MP client then multiplayer would suck.

Or multiplayer would be limited to simplified physics only (not a bad experiment) in which clients can only interact with the map.

Even still, if physics were client based, you would have a ♥♥♥♥ ton of other issues, like desync, computer performance and internet speed making a car act different than another, etc.
Donaru Sep 25, 2018 @ 10:32am 
Originally posted by Dr. Death:
because if physics was only client based on each MP client then multiplayer would suck.

Or multiplayer would be limited to simplified physics only (not a bad experiment) in which clients can only interact with the map.

Even still, if physics were client based, you would have a ♥♥♥♥ ton of other issues, like desync, computer performance and internet speed making a car act different than another, etc.

Maybe I worded it incorrectly.
Let me use No Mans Sky's beginning attempts at multiplayer as an example.
Players could see each other but only as blue orbs. They could build and wreck the world around themselves but other players could not see it.

The only desync that could happen is player position, and thats something every multiplayer game deals with. Any deformation would only be visible to the one driving the car. With other players vehicles being lower quality to each player, it would help performance greatly.
Example: have 5 or more BeamNG cars in game, you start to lose performance. But using Automations Mod cars you can easily double or triple the number of cars.
Dr. Death Sep 25, 2018 @ 10:48am 
Originally posted by Donaru:
Originally posted by Dr. Death:
because if physics was only client based on each MP client then multiplayer would suck.

Or multiplayer would be limited to simplified physics only (not a bad experiment) in which clients can only interact with the map.

Even still, if physics were client based, you would have a ♥♥♥♥ ton of other issues, like desync, computer performance and internet speed making a car act different than another, etc.

Maybe I worded it incorrectly.
Let me use No Mans Sky's beginning attempts at multiplayer as an example.
Players could see each other but only as blue orbs. They could build and wreck the world around themselves but other players could not see it.

The only desync that could happen is player position, and thats something every multiplayer game deals with. Any deformation would only be visible to the one driving the car. With other players vehicles being lower quality to each player, it would help performance greatly.
Example: have 5 or more BeamNG cars in game, you start to lose performance. But using Automations Mod cars you can easily double or triple the number of cars.
But no man sky is an "MMO". This is still using a 1v1 example. Your cars still have to be there for the other person else there would be no point.
Donaru Sep 25, 2018 @ 11:04am 
The other player cars would be there but with lower quality. Trackmania is an example of what it would be like. Players cannot collide with one another. Despite no collisions, races can still be exciting.

Btw No Mans Sky dropped the MMO is only 4 player at a time now.
Dr. Death Sep 25, 2018 @ 11:07am 
Originally posted by Donaru:
The other player cars would be there but with lower quality. Trackmania is an example of what it would be like. Players cannot collide with one another. Despite no collisions, races can still be exciting.

Btw No Mans Sky dropped the MMO is only 4 player at a time now.
but then you would STILL want to make sure the rest of beamng multiplayer theory would work FINE.

Specially, NOT client side physics, server side, or at least make 110% sure that both clients do physics on both cars the same way, on top of having simplified physics.

Even then, your PC would STILL have to render the phsyics for 2 cars, more if one of the 2 (or more) people spawns multiple props or vehicles.
Dr. Death Sep 25, 2018 @ 11:08am 
and lets not ignore the elephant in the room anymore. This is all just theories about HOW it could work. Beam devs have absolutely 0 netcode whatsoever for beamng integrated right now and even if they figure out a way to make 10 people multiplayer with no lag and 1:1 physics simulation and have it working and all that ♥♥♥♥, they would STILL need to work from the ground up to do it anyways, which they aren't.
Donaru Sep 25, 2018 @ 11:22am 
This would eliminate the problem of rendering physics of other players. You would only see the physics of you car. If another play wrecks their car, to them it would be wrecked. To you it would look fine.
Take out the problem of rendering physics of a bunch of vehicles by only rendering physics of the clients controled vehicle. And again vehicles not controled by the client will be lower quality to them to help performance.
Dr. Death Sep 25, 2018 @ 11:27am 
Originally posted by Donaru:
This would eliminate the problem of rendering physics of other players. You would only see the physics of you car. If another play wrecks their car, to them it would be wrecked. To you it would look fine.
Take out the problem of rendering physics of a bunch of vehicles by only rendering physics of the clients controled vehicle. And again vehicles not controled by the client will be lower quality to them to help performance.
but then we are reaching a point of simplicity that would make playing beamng moot. You would see always a perfect condition of their car no matter what even after it crashes, and if you crash against it you would only see yourself affected.

Its not impossible, but then what fun would it be.
Donaru Sep 25, 2018 @ 11:31am 
If anything it would give people that want multiplayer something to be excited about and also, again, it would be a start. If the devs are intrested in adding multiplayer this would be the best option just to get the basics
NoShotz Sep 25, 2018 @ 2:27pm 
The problem with only rendering the physics of your car, and not the other persons it that the physics are more than just the collision, it is the movement of the vehicle itself and how it reacts to the enviroment. For example the suspension uses the physics engine to determine what happens when you turn, accelerate, or hit the ground after doing a jump.
Last edited by NoShotz; Sep 25, 2018 @ 2:29pm
Donaru Sep 25, 2018 @ 3:14pm 
Originally posted by NoShotz:
The problem with only rendering the physics of your car, and not the other persons it that the physics are more than just the collision, it is the movement of the vehicle itself and how it reacts to the enviroment. For example the suspension uses the physics engine to determine what happens when you turn, accelerate, or hit the ground after doing a jump.

True. That why I was thinking that instead of having to figure the physics of other players with the environment, the game would just need to know their location. Constantly locating other players X Y and Z location on the map, along with hoizontal and lateral rotation. Im sure they could make it to where the game could relay tire position aswell.
NoShotz Sep 25, 2018 @ 3:44pm 
Originally posted by Donaru:
True. That why I was thinking that instead of having to figure the physics of other players with the environment, the game would just need to know their location. Constantly locating other players X Y and Z location on the map, along with hoizontal and lateral rotation. Im sure they could make it to where the game could relay tire position aswell.
Pretty much everything to do with the vehicles has to do with physics in some way, unless they were able to have physics work for everyone, which they said they can't, it would be a really poor multiplayer experience when compared to the singleplayer modes, and I seriously doubt people would want the devs to work on a crappy multiplayer when they could be making the rest of the game better so that the game is overall enjoyable.
Mike Sep 26, 2018 @ 6:44am 
Is there any option to make race with collisions and every physik BUT!!! deformation. Some kind of race with invincible cars. If thats possible to sent that amount of data with Internet you could ad an amount of damage (lets call it dammage points or percent) thats been taken at your car that increases if you hit a wall or car. That damage points could affect speed cornering and else but in a simplified way. I want to say that if engine has 50% damage you get lower speed and acceleration or if there is 70% damage at the wheels your steering is affected. I think of an damage system like in forza. If you dont know the game try an demo for free. Like that every collision is just a number on a single part. Derformation isnt visible and those damage points ar only generated for important parts. Doors etc... shouldnt take any performance. Is anything like this possible?
NoShotz Sep 26, 2018 @ 7:04am 
Originally posted by Phantobias12:
Is there any option to make race with collisions and every physik BUT!!! deformation. Some kind of race with invincible cars. If thats possible to sent that amount of data with Internet you could ad an amount of damage (lets call it dammage points or percent) thats been taken at your car that increases if you hit a wall or car. That damage points could affect speed cornering and else but in a simplified way. I want to say that if engine has 50% damage you get lower speed and acceleration or if there is 70% damage at the wheels your steering is affected. I think of an damage system like in forza. If you dont know the game try an demo for free. Like that every collision is just a number on a single part. Derformation isnt visible and those damage points ar only generated for important parts. Doors etc... shouldnt take any performance. Is anything like this possible?
The physics and deformation aren't two separate things, its hard to have one but not the other.
Mike Sep 26, 2018 @ 10:51am 
Is there any possibility to shorten or simplify the data if your vehicle gets affected?
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Date Posted: Sep 25, 2018 @ 8:26am
Posts: 21