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https://www.youtube.com/watch?v=bhvCbjeCDWo&list=UUf2ocK7dG_WFUgtDtrKR4rw
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.
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.
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.
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.
Sadly, things doesn't work like this in BeamNG. Nodes are not generated from the computer, but position from the vehicle artist.
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.)
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.
Will you improve the system?
The clipping is the most frustrating part in the game