BeamNG.drive

BeamNG.drive

View Stats:
West Sep 12, 2015 @ 7:14am
Clipping through objects
When I crash different cars against smaller objects like trees, poles, etc, my car bends at first but then it just clips through it. Why doesn't it continue bending, maybe it could rip from these points or something, I dunno but it usually happens with the mid-section of the car, where people would sit.
Any ideas, maybe there are fixes?
< >
Showing 1-10 of 10 comments
Ryu Sep 12, 2015 @ 7:28am 
I've noticed similar behaviour. Typically, the faster the vehicle is moving, the more likely to clip through another object and with less damage than would be expected. A good example is this video of the Ovo 11. It tears up a box truck pretty good, but at around the 8 minute mark they smash it through a sphere of stone, then follow with a smash through the MAZ truck. Both suffer almost no damage in the collisions.

https://www.youtube.com/watch?v=bhvCbjeCDWo&amp;list=UUf2ocK7dG_WFUgtDtrKR4rw
West Sep 12, 2015 @ 7:37am 
This is exactly it, but at high speeds. In my case you don't even need to go fast, you just have to push it towards the object with enough force, it doesn't need to travel at any speed, aslong as the car is being pushed with enough force, it'll will clip it through the object.

Like a truck crashing into a stationary car that is positioned right against a tree or something, the car suffers damage from the truck, then it smashes against the tree and is continously being deformed, until at some point the tree just all of a sudden decides to clip through the car and suddenly my car is on the other side of the tree, or above it, or wherever it ends up depending on when it decides to clip through.
Last edited by West; Sep 12, 2015 @ 7:39am
Nadeox1 Sep 12, 2015 @ 8:08am 
That's due the nature of how things works in BeamNG.
Cars are built with nodes and beams (Press K and you will see it ingame). Only the nodes collide with the world.

http://i.imgur.com/ZCYcGYA.jpg
(spheres are nodes, cube is an object)

Now, if an object is smaller than the space between the nodes, the object won't collide with anything and will just slip through.
That usually happens with very thin objects.
West Sep 12, 2015 @ 8:10am 
So is there anything I can do or is it possible to fix at all? Maybe devs can do it?
Nadeox1 Sep 12, 2015 @ 8:48am 
A fix would be to have much more node-density for each vehicle, but it would increase a lot the load on the CPU.
What we have now is a compromise I'd say. A balanced node-density that allows a smooth gameplay even on 'non-nasa-pcs'.

Maybe in a few years, when CPUs will be much much faster.
Last edited by Nadeox1; Sep 12, 2015 @ 8:48am
West Sep 12, 2015 @ 1:04pm 
Originally posted by Nadeox1:
A fix would be to have much more node-density for each vehicle, but it would increase a lot the load on the CPU.
What we have now is a compromise I'd say. A balanced node-density that allows a smooth gameplay even on 'non-nasa-pcs'.

Maybe in a few years, when CPUs will be much much faster.

What about generating nodes from seeds? Detect an incoming object and trajectory, once it knows where it will impact, it generates extra nodes and since it always will do it the same way, it would be a sure way to do it. Atleast that's an idea that came to me first, might be better solutions. Before the impact, it will have a basic amount of nodes needed to maintain proper car physics.
Last edited by West; Sep 12, 2015 @ 1:06pm
Technopath Sep 13, 2015 @ 12:18am 
Lies!

Sorry, I meant the original trailer, where they like "No worry dawg, dis early alpha, we be fixin dat ♥♥♥♥ up!"

Collision with the beams is an absolute must-have for this game. Like West said: If it hits a beam, it generates a point (or node, or w/e). Then the impact force will be divided accordingly between those two nodes holding that beam. The actual hard part is optimising the collision detection, but it should be within the realm of possibilities

I'm not content with the current clipping issues not being fixed.
Nadeox1 Sep 13, 2015 @ 3:22am 
Originally posted by West:
Originally posted by Nadeox1:
A fix would be to have much more node-density for each vehicle, but it would increase a lot the load on the CPU.
What we have now is a compromise I'd say. A balanced node-density that allows a smooth gameplay even on 'non-nasa-pcs'.

Maybe in a few years, when CPUs will be much much faster.

What about generating nodes from seeds? Detect an incoming object and trajectory, once it knows where it will impact, it generates extra nodes and since it always will do it the same way, it would be a sure way to do it. Atleast that's an idea that came to me first, might be better solutions. Before the impact, it will have a basic amount of nodes needed to maintain proper car physics.

Sadly, things doesn't work like this in BeamNG. Nodes are not generated from the computer, but position from the vehicle artist.

Originally posted by Technopath:
Lies!

Sorry, I meant the original trailer, where they like "No worry dawg, dis early alpha, we be fixin dat ♥♥♥♥ up!"

Collision with the beams is an absolute must-have for this game. Like West said: If it hits a beam, it generates a point (or node, or w/e). Then the impact force will be divided accordingly between those two nodes holding that beam. The actual hard part is optimising the collision detection, but it should be within the realm of possibilities

I'm not content with the current clipping issues not being fixed.

Sorry for that, but I've explained the reasons above. The current generation of CPUs are not powerful enough to have at least double the amount of nodes and beam to prevent that.
There is nothing to fix currently, what we have is a compromise between performance and complexity.

Only progression in the CPU section would allow us to do that.

(It's not either a fact of Physics Engine optimization, as the BeamNG engine is already capable of simulating a large amount of data, 2000 times in a second, in realtime. That's quite a lot.)
Technopath Sep 13, 2015 @ 12:29pm 
The idea is not to multiply the node count, but instead improve the collision detection.

Let's say it hits the side of the bed of the D-15, which isn't exactly dense in terms of node count. Now, instead of going through beams, it should prevent a small object, i.e. a light pole clipping through. It's not even about having 100% realistic deformation, it would suffice if the force was divided amongst the 2 nearest nodes.

I know the game uses those collision triangles. The actual problem is a question of optimising a vector-based collision detection system. There would still be some slight clipping, as the jbeam will never match a vehicle fully for the reasons you stated, though.
Reaktionslos Feb 21, 2024 @ 2:33pm 
Originally posted by Nadeox1:
Originally posted by West:

What about generating nodes from seeds? Detect an incoming object and trajectory, once it knows where it will impact, it generates extra nodes and since it always will do it the same way, it would be a sure way to do it. Atleast that's an idea that came to me first, might be better solutions. Before the impact, it will have a basic amount of nodes needed to maintain proper car physics.

Sadly, things doesn't work like this in BeamNG. Nodes are not generated from the computer, but position from the vehicle artist.

Originally posted by Technopath:
Lies!

Sorry, I meant the original trailer, where they like "No worry dawg, dis early alpha, we be fixin dat ♥♥♥♥ up!"

Collision with the beams is an absolute must-have for this game. Like West said: If it hits a beam, it generates a point (or node, or w/e). Then the impact force will be divided accordingly between those two nodes holding that beam. The actual hard part is optimising the collision detection, but it should be within the realm of possibilities

I'm not content with the current clipping issues not being fixed.

Sorry for that, but I've explained the reasons above. The current generation of CPUs are not powerful enough to have at least double the amount of nodes and beam to prevent that.
There is nothing to fix currently, what we have is a compromise between performance and complexity.

Only progression in the CPU section would allow us to do that.

(It's not either a fact of Physics Engine optimization, as the BeamNG engine is already capable of simulating a large amount of data, 2000 times in a second, in realtime. That's quite a lot.)
8 years have passed. What's about know with the current CPU compute power?
Will you improve the system?
The clipping is the most frustrating part in the game
< >
Showing 1-10 of 10 comments
Per page: 1530 50

Date Posted: Sep 12, 2015 @ 7:14am
Posts: 10