Dynamic/Vertex Damage Modeling System...

  • Thread starter King$nake
  • 6 comments
  • 2,199 views
I was just playing the Burnout Paradise Demo, and although the game has horrible physics, the dynamic damage modeling system is insane. If you hit a wall head on at very high speeds the car will turn into a scrap of metal. With a little work and tuning, a damage model like this would be incredible.

It got me thinking, the designers of GT5 really would not have to set up a specific damage model for each individual car. If they could set up a dynamic damage model, it would just be a matter of applying it to each car. It really would not be that hard to do, and it beats the hell out of the stupid Forza 2 damage.

I have been out of the loop for awhile. Is there any new confirmed news with details on the damage modeling for GT5? Will there be a 3D physics model so the car can roll?

-Joe
 
Car makers won't allow "Burnout collisions" for their cars. That is also the reason why forza has so simple damage model.
 
Exactly. Ever noticed why burnout has some terribly familiar looking cars in it but you can't quite remember where you've seen them before...
 
http://youtube.com/watch?v=3AF7LZjoJYs
http://youtube.com/watch?v=oYcJNywHS88
http://youtube.com/watch?v=ZPNrUl3BuC8

That looks pretty cool but is the car body "truly" dynamic? That you could basicly endlessly deform it? Because looks like it breaks up in a same way every time, could it be basicly "pre-scripted"?

Carmageddon 2 had a vertex based damage already back in 1998, and also Viper Racing from the same year. But in Viper Racing the damage was really 100% truly dynamic because you could totally reshape the car into a pile of junk, basicly like reshaping modelling clay. A more recent sim Live for Speed uses similar system than Viper Racing.
 
I don't think Burnout is that great; hitting a wall at top speed head-on just results in the hood being punched in 1, maybe 2 feet.

Kinda different in real life. ;)
 
...in Viper Racing the damage was really 100% truly dynamic because you could totally reshape the car into a pile of junk, basicly like reshaping modelling clay. A more recent sim Live for Speed uses similar system than Viper Racing.
However, because Live for Speed models the driver inside of the car, the damage model is limited in an attempt to keep the driver's extremities from poking out (as I read in a post by Scawen). I don't even think you can crush the front end all the way to the firewall.

On the other hand, Viper Racing's damage model reminded me of the aluminum foil cars that came with my Bigfoot monster truck set that I had as a kid. Very flexible, yes, but flexible to the point of absurdity, especially if you kept smashing the car by lifting it into the air with that goofy "wheelie" key and dropping it to the ground (I was 12 when the game came out, so yes, I did that a lot, lol). What really doesn't help is the fact that nothing falls off, everything just bends or crushes.

I loved turning my Viper into a toothpick with wheels sticking out of it, though. :lol:
 

Latest Posts

Back