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Post by Eorl @ 03:03pm 29/05/12 | 16 Comments
The developer that brought you Rigs of Rods, an open-source vehicle simulation, has today released a new video showing off what could be the next step in vehicle collision and damage. Based in the CryEngine 3, the video showcases several tests that reveal how realistic the new physics system can be.
The amazing soft-body physics you know from Rigs of Rods, now even better in CryEngine3. Anything can be built in the Beam physics system - cars, trucks, planes, boats, trains, cranes, tanks, helicopters, and even destructible map objects and crash test dummies. It's all real physics. Anything is possible.
While we may not see this new physics system in the next Forza or Grand Theft Auto, it is definitely something to keep an eye out for those of you who enjoy much more realistic vehicle collisions.

Check out the trailer below (HD here) showing off the physics system in both a test environment and Crysis sample level.













Latest Comments
arkter
Posted 03:35pm 29/5/12
:O amazing
d^
Posted 03:39pm 29/5/12
Saw this on reddit linked to youtube, pretty awesome.
Khel
Posted 03:50pm 29/5/12
Make a Burnout game with this NOW
grug09
Posted 03:50pm 29/5/12
This is really awesome. The things they could do with this tech, even outside of gaming is impressive.
Sile
Posted 03:58pm 29/5/12
Been following Rigs of Rods for quite a while now. Used to use it to simulate 4WD Rock crawling. It's amazing what they are doing.
fpot
Posted 04:03pm 29/5/12
Phsyics
Eorl
Posted 04:07pm 29/5/12
Phsyics

You saw nothing young padawan.
Raven
Posted 04:13pm 29/5/12
Mechanical and impact physics are rather unimportant for developing racing sims. What we need to see is the wind tunnel particle model, and how this physics engine is affected by aerodynamic effects. There's little point having a great mechanical physics model if you can fly a kite off the back of the car and have no drag and downforce effects.
skythra
Posted 04:27pm 29/5/12
Mechanical and impact physics are rather unimportant for developing racing sims. What we need to see is the wind tunnel particle model, and how this physics engine is affected by aerodynamic effects. There's little point having a great mechanical physics model if you can fly a kite off the back of the car and have no drag and downforce effects.

There are more engineering things than just lowering drag coefficients and downforce, the way a vehicle behaves in a crash is important, but the suspension one was something I really liked. Suspension is pretty important in a racing sim.
greazy
Posted 04:35pm 29/5/12
Why does the car jiggle like something out of 1940s?

In other words, what skythra said.
Eorl
Posted 04:46pm 29/5/12
Check out this comparison of a real crash footage with the in-game example.

I do agree that there are varying amount of engineering things to consider when making a racing/demolition game, however the developer has said that this is just very basic alpha footage, and plans to tweak/change a whole heap of stuff. Though just from this alpha footage you can already see the huge advancements compared to what is currently available.
kettels
Posted 05:00pm 29/5/12
thats bloody impressive. It would be cool if you could also bend the steering in a big crash.
IVY_MiKe
Posted 05:24pm 29/5/12
Looks good.

I hope whatever they develop from this isn't stuck being 'origin only'
Trauma
Posted 06:44pm 29/5/12
Badass.
dais
Posted 08:44pm 29/5/12
very cool
tspec
Posted 08:49pm 29/5/12
Wow, this needs to be integrated into the new Carmageddon.
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