Realistic Physics That Changes Game World! How Does BeamNG Work ?

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have you ever heard about the game called be drive if no what is this [Music] well yeah B Drive is a very famous Simulator game about racing cars and even more than that some car manufacturers use this simulator as a tester for their safety systems and cars so what is so unique about BG that makes it stand out not only from all car simulators but from all computer games in general it's the physics of so bodies so today we are going to talk about what s body physics is and how it works in B drive so what are s bodies these are the objects that interact with the environment in this game our s bodies are cars the physics of their destruction is unique and has gained popularity all over the world so why don't other games have such genius physics so the first point I want to tell you is why other racing games can Crush cars at all so you know such cool racing games as a seta Corsa and for the Horizon but in them the car does not crash as nice as in b Drive why is it well I think it happened because for the Horizon and a course I use real car models from real car manufacturers and before they can be used in the game they have to sign a very important contract with the manufacturer in which one of the main details is that the car in the game can not crash at all because car manufacturers believe that this will have a bad impact on the reputation of the company therefore if a game wants to crash cars like GTA 5 or BG they have to make replicas of real cars which also similar to real cars but still have some differences well now we understand why cars crash better in some games and worse in others now let's see how exactly the physics of Sol bodies works in BNG the very principle of BG's operation is Apparent from its name gbam gbam is a unique of body physics technology in order to understand how gbam works first of all let's understand how car models appear in the game first a 3D model of car is made it's like image is what we see in the game the carboard itself then shaders and textures are applied on the 3D model thereby making the car the way we see it in the game that is for example its mirrors color glass beautiful shiny bumpers and so on the problem is that when a 3D model is created and added to the game it does not yet have its own physical account games do not work like that if something in the game is visible for you it is not at all the fact that the game itself sees it in order for it to know what to interact with it needs a physical account of the Body for for this purpose a physical model is created for the 3D model we will call it a heatbox for now usually a Heat box is a very simplified model of the 3D car model itself which is tied to the correspondent verticals of the 3D model and the 3D model follows it everywhere for example here is a player view in CS2 and on the right is a Heat box that is the body itself that will interact with the en by the way there was a problem with this in CS2 when the appearance of the heatbox does not match with the appearance of the model itself and there your consequences by the way both Visual and physical car models can be seen in BNG to see the visual model you need to go to The Graphic settings scroll to the very bottom and turn on this display mode and to see the physical model you need to press this key [Music] combination and there is a lot of [Music] them so we found out that the game has a model that we see in the game and also has a slightly simplified physical model that has its own physics and interacts with the en environment thereby affecting the visual model so what is unique about BG physics well the answer is simple the unique technology of so-called heatbox or physical model and here is where the most interesting things begins unlike conventional physical models the Beamon G physical model is divided into a bunch of small triangles that have their own sides and verticals these verticals are called noes and the sides of the triangles are called beams that's actually what we see when we press this key combination let's first understand what knots beams and triangles are and what role they play Nots points with mass that can change depending on gravity and they also set the strand of the car beams it's connections between two kns they don't don't have any mess but we can modify a lot of parameters such as beam strand how strong they are BM resistance resistance until they break and a lot more Collision triangles it's a connection between three nod they have no MTH but play two very important roles the first is that they are used to detect collisions and the second is that they Define the aerodynamics of the car all these elements work together when an object gets closer to our car and crashes into it triangles record this Collision then it is calculated how the Collision affect the not and depending on parameters of the KN for example the airs the physical model is moved and deformed and the visual model is always tied to the physical model and completely copies all the deformations that the physical model has received also different elements in the car have their own parameters for example Windows they are set using beams in which the corresponding beam resistance value is set and if the Collision exceeds this value then the beams of the windows break and we see a broken window so if you look at this in more detail here is a specific example something crashed into our car caused certain deformations of the physical model and the visual model repeated these deformations simply speaking Nots are responsible for the nice deformation in the car by the way here is how they look on the 3D model they are just points and the more of these points there are on the bottle the better the deformation the body will be but if there are too many of them then any accident will be accompanied by a very large number of calculations and the frames per second in the game will be greatly reduced beams are responsible for the object's resistance to certain brakes that is if we have broken windows or wheel comes off the car it is thanks to the beams and the triangles and their corresponding parameters are responsible for the aerodynamics of the car and also of course triangles are used to detect the collisions well this is a general structure of s body physics in be drive this topic can be dealt into even more and in future if you like this video I can tell you how kns and beams are set in the car models as well as what types Authentics and parameters exist for them depending on what function beams and KN should perform and that's basically it I thank you very much for watching and ask you to like this video because I worked very hard on it also you can subscribe to the channel because we have a lot more interesting content ahead and if you have any questions or ideas for the next videos write in the comments I always read them and answer them thanks again for watching and see you soon
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Channel: Vertviger
Views: 1,923
Rating: undefined out of 5
Keywords: #beamngdrive #Physics #GamePhysics #BeamNG #GameDevelopment, #Simulation #CarPhysics #VisualModel #PhysicalModel #Gaming, #GameDesign #VehicleSimulation #TrianglesBeamsNodes, #RealisticPhysics #GameTech #PhysicsSimulation, #Aerodynamics #VehicleDamage #GameProgramming #PhysicsEngine, #GameModels #GameMechanics #BeamNGDrivePhysics #TechExplained, #PhysicsInGames #3DModeling #GamingTech #PhysicsBasedGameplay, #RealisticGamePhysics #VehicleDynamics #BeamNGDriveExplained
Id: 0ZeeeGCQJWM
Channel Id: undefined
Length: 9min 48sec (588 seconds)
Published: Sat May 18 2024
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