Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
The thing is: more physical objects you add, the more power is needed..
Filling a map with many physical objects will have its toll on performance.
Perhaps they could use different physics calculation on environment then the one used for cars.
Right now it feels kinda wrong to hit a sign and wreck your entire car instead of driving that sign over.
also this map contains a destructible water tower and gas station https://www.beamng.com/threads/gas-station-experimental-unfinished.57155/
Mixing different physics system (ie. soft & rigid body), especially if running at different rates (ie. 2000hz and 60hz), is not great and can cause more trouble than else.
Red Faction (Armageddon and Red Faction) are great games, but what we have here is a different beast.
Have not said it's impossible to have that done in soft-body, but in the current version you will soon hit performance issues due overhead (the way vehicles are distributed through cores and threads). Not a promise that maps will have destructible objects, but we will see what's possible :)