Soft-Body Crash Physics; Yes or No?

  • Thread starter calahan
  • 227 comments
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Should Future GT will have Realistic Crash?

  • Yes but its nice if it has option to turn it off too.

    Votes: 218 90.8%
  • No, its useless.

    Votes: 22 9.2%

  • Total voters
    240
So you're saying that this would allow soft-body physics to be in place and still have decent and realistic driving physics when racing without any contact?

I'm no programmer, ask Griffith500 for clarification. I'm sure that materials used for models all have properties though. If so then having the real-life strength in all materials would simulate the strength and performance that we see the equivalent real-life vehicles produce.
 
I'm no programmer, ask Griffith500 for clarification. I'm sure that materials used for models all have properties though. If so then having the real-life strength in all materials would simulate the strength and performance that we see the equivalent real-life vehicles produce.

Which is something that wasn't done in RoR. In RoR, the chassis, wheels, even engine were all made from the same thing, and the wheels could brake just as easily as the main chassis. There is a reason the game is seven years old, but is still in version 0.38.xx.
In RoR, if your car/truck/plane/van falls a half a foot, you wheel brakes and you can't drive in a strait line.
 
Which is something that wasn't done in RoR. In RoR, the chassis, wheels, even engine were all made from the same thing, and the wheels could brake just as easily as the main chassis. There is a reason the game is seven years old, but is still in version 0.38.xx.
In RoR, if your car/truck/plane/van falls a half a foot, you wheel brakes and you can't drive in a strait line.

If BeamNG started testing with different metal properties I'm sure it would look different.

They did use glass in rigs of rods though, I guess they're not at the stage of accurately testing with real-world metal properties yet.

It's an interesting topic to watch, who knows, BeamNG may use racing games in the future to test their physics with real-world material properties.
 
If BeamNG started testing with different metal properties I'm sure it would look different.

They did use glass in rigs of rods though, I guess they're not at the stage of accurately testing with real-world metal properties yet.

It's an interesting topic to watch, who knows, BeamNG may use racing games in the future to test their physics with real-world material properties.

Seven years in. While they are still working on it, it will be a while before anything that new is introduced. As of now, we are still stuck with the 350Z Roadster not being a roadster, and the Ford Mustang GT accelerating madly when you open the hood.
IF this was in GT6, they would need a decade to get it right, and then another 8 years to build the engine and model the cars, unless you want 5 cars.
 
There is a good and bad sides. Making it would take forever. It would cost money, a lot of money. Some manufacturers do not necessarily want to see their cars scrapped, but it would make the game much more interesting :dopey:
 
Given this sort of thing is basically a very low res, unvalidated form of the Finite Element Method applied in real time, it could very well be made to be close to realistic.

This particular system is very clever by abstracting the underlying physics into a much simpler model of springs and masses (i.e. rods) as the individual Elements. An extension of FEM that allows for fracturing is AEM (cool video), except it takes some doing to cause separation of the "rods" in RoR.

EDIT: The age of the system is irrelevant; it was originally conceived as a toy and was a one-man operation for most of that time.
 
It's a very interesting appliance of science and technology. If it were to be properly included in Gran Turismo I would certainy be impressed.

Some people are complaining that crashing would destroy your car, erm if you crash in real life would you not do the same? :odd:
 
Why not they look amazing.

Because that there are such things as hardware limitations. Things like this cannot be achieved on the PS3 (possibly even the PS4 for that matter) as it is not powerful enough. This engine seems more for computer games rather than consoles.
 
1. It would in some cases increase fun.

2. It would make racing a bit more challenging.

3. It would be an amazing appliance of science and technology to integrate into a Gran Turismo title.

4. Once integrated, PD could use such a system as a USP for whichever title it is integrated into.

5. It would deter online rammers (extent unknown)

Inversely;

1. Each vehicle would need to be re-modelled

2. Hardware limitations could be a key restricting factor for the ps3 (ps4 unknown)

3. Time taken to integrate such a system, coming from PD would be ages.

If it could be done then yes I would want to see it, if not then they need to make big improvements to the damage system.
 
Or an online safety rating system

Just like iRacing, and you can choose to race with people of a similar safety rating system to you. Perfect 👍 .

*wonders why he didn't think of this before*
 
I think this is possible in GT6. But question is if PD want to use the engine and pay for it? Tracks are already done. Cars are modelled. Only thing is give them materialproperties.
The engine handles the rest. It was the same with destryable enviroments...possible in PS3 (Battlefield) but not as high-res as on a pc.
But in the end, i think there should be a company that only models cars for gamemakers.
They would specialize in making realistic carmodels with real attributes. gamemakers would buy theese cars and we would have same carspecs in all games. Car-makers could contribute to make the models as accurate as possible. Carmakers should be glad to, having real physics in all games that the car is in. after a while there is gonna be a good database of cars. Gamemakers could focus more on gamemechanics.
If the cars are standarized perhaps people can buy cars directly from this company whatever game they actually play as long as they use the "standarized" system. Easy for all and we would get new cars faster.
 
I think this is possible in GT6. But question is if PD want to use the engine and pay for it? Tracks are already done. Cars are modelled. Only thing is give them materialproperties.
The engine handles the rest. It was the same with destryable enviroments...possible in PS3 (Battlefield) but not as high-res as on a pc.
But in the end, i think there should be a company that only models cars for gamemakers.
They would specialize in making realistic carmodels with real attributes. gamemakers would buy theese cars and we would have same carspecs in all games. Car-makers could contribute to make the models as accurate as possible. Carmakers should be glad to, having real physics in all games that the car is in. after a while there is gonna be a good database of cars. Gamemakers could focus more on gamemechanics.

In no reality could they port cars from their current games onto a SBP-based game. It simply doesn't work like that.
 
The cars in GT5 don't have models that are contructed from rods, hence why all cars would have to be modelled again, from the ground up. I wish it were as easy as porting but it isn't.
 
The cars in GT5 don't have models that are contructed from rods, hence why all cars would have to be modelled again, from the ground up. I wish it were as easy as porting but it isn't.

If it was as easy as porting then it would be guaranteed Kaz would put soft-body physics in GT6 if the thought crossed his mind.
 
It doesn't have to be soft body physics but it would be nice if the damage would increase a little bit...apart from the Burnout series, Grid has the best crash physics of any racing game I've played. Speaking of which, Grid 2 is on its way ;)
 
If it was as easy as porting then it would be guaranteed Kaz would put soft-body physics in GT6 if the thought crossed his mind.

Didn't Kaz say at some point GT is a celebration of automotive passion, and that he had no interest in destroying cars in game?
I seem to recall this a few years back probably buried deep in the GT4 forum.

And how many Chevy trucks were destroyed in the making of that video.

I however, would be an avid supporter. More damage, more realism.
 
XXI
Didn't Kaz say at some point GT is a celebration of automotive passion, and that he had no interest in destroying cars in game?
I seem to recall this a few years back probably buried deep in the GT4 forum.

Then that means we will never have soft-body physics in GT.
 
well a crashing system similiar to Grid2 would be enough for GT6... but taken to the future, i guess implementing this would give GT a huge realism-boost, think about „The Real Driving Simulator” ;)
 
One thing people seem to forget here (except for the fact that manufacturers wouldn't allow it) is this: what about the driver? If you have a system based on realistic material properties that allows the car to be basically reduced to pieces the driver would have to go somewhere, right?

Let's say you crash at 300 km/h with realistic crash physics. If they simply don't touch the driver's animation the guy would probably clip through all the bent metal and thus look awkward and unrealistic, but if they make the driver react to the crash or even fall out of the car it could look gruesome and would probably change the way GT is rated and maybe some will even call it violent. IMO, it's another point worth considering.
 
Let's say you crash at 300 km/h with realistic crash physics. If they simply don't touch the driver's animation the guy would probably clip through all the bent metal and thus look awkward and unrealistic, but if they make the driver react to the crash or even fall out of the car it could look gruesome and would probably change the way GT is rated and maybe some will even call it violent. IMO, it's another point worth considering.
It's not like PD will ever manage to achieve that level of damage. :lol:
 
Doesn't mean visual damage (and mechanical damage) can't be improved. Just look at some iRacing crashes on YouTube.
 
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