More Stunning BeamNG Crash Footage

Back in May, I posted  very impressive video that showed off a new version of the BeamNG softy body physics engine.

Originally created for Rig of Rods, the creators are now implementing it into the CryEngine 3 for usage in various games. Now, a new video has been released, showing off even more impressive features the engine offers.

The video below shows the physics engine in full force, including intervehicle collisions, breaking glass and more!

Looking at the footage, one can immediately think of the endless possibilities this would offer to make crashes in racing simulations much more realistic. It’s doubtful whether crashes of this detail level will ever be included in virtual racing though.

Aside from the obvious performance concern, such a feature would also be highly unpopular with car manufacturers willing to license their cars as detailed crashes are usually frowned upon due to making the cars look unsafe.

GTOmegaRacing.com

  • Anonymous

    Incredible stuff, well we can dream it will be in rF3 can’t we huuuh..?

  • Anonymous

    Auto manufactures, on top of the fat price they charge to use their brands, also want games to be advertising platforms for their product. If the Sim Racing Community could just grow up a little more. We would welcome Sims with invented cars. That way money going to the auto industry would stay in the game development industry, and the auto industry would soon be knocking at the door. Wanting to buy popular Sim Models, for production. Maybe a virtual auto industry should be invented. Where popular virtue models could be shared or sold to competing games.  Or am I just being to virtual? LOL

  • http://twitter.com/thechrisenglish Chris English

    Am I the only one who thinks this might be a bad thing for sim racing especially?

    There’s already a problem with people causing mayhem on some public servers – on some sims more than others. Having a damage system like this would attract even more crashers just to see how much damage they can make going into turn 1 of a race.
    Don’t get me wrong, I think it looks amazing, and think it’s a great step forward – and I’d personally have quite a lot of fun with it offline on my own. But I think it might be a bit too much for sims – unless there’s some “missile detection system” in place I think this belongs more in single player parts of games like DiRT, or a dedicated destruction derby game.

  • http://www.facebook.com/people/John-Krisfalusci/100000457306764 John Krisfalusci

    its JELLY time ^_^

  • Chris Allen

    This would be great for GrandTheftAuto series games though, my 4yr old son loves to crash stuff, and this would totally make sense in that game.  Its a great arcade game to kill some time, especially with all the mods and the trainers out there for it.  I only got involved at GTA IV, and still 4 years later, the graphics amaze me. It already has a pretty good damage model but this would add alot of life to it too.

  • gt3rsr

     Haha, letting a four year old son to play GTA. It reminds me of this:

  • gt3rsr

     I have to disagree with you. I think that if we want simulations as realistic as possible, we have to include everything – even crashes. Just imagine the feeling of immersion. The only working weapon against rammers is to kick them out of game anyway.

  • http://www.facebook.com/people/Steve-Ford/100001922734704 Steve Ford

    Sounds like a lot of work and performance hit for something that you don’t actually want to happen when racing.  Realistic crash physics are important but the actual soft body physics is pure eye candy.

  • Chris Allen

    Haha lol, seen that one before.  Nah if it wasn’t for the trainer and language patch he wouldn’t be able to play it.  With the trainer I can disable fighting and remove weapons, and the language patch just removes anything foul he would say completely.  Worst he says is excuse me now lol.  I have not shown him the bad aspects of the game, but he loves driving the cars and it is fun with all the variation and the car packs too.  The car physics are really good for 2nd person, and usually I hate these type of games. Ok enough off topic ;)

  • Anonymous

    Yikes! What’s next, depiction of injured drivers (virtual) and safety car/medical team in action?

  • Anonymous

     Realism is good. Wreckers must be ejected from gameplay-servers in other ways. It can’t be that hard to implement a measure for driver-reputation that requires ppl to invest more time than wreckers are willing to in buildig a good rep before they can join higher level races.

  • Ricoo

    I want trees like that in pCARS. You see it’s possible :)

    Very few collision bugs but notheless very impressive.

  • gt3rsr

     Oh, OK then ;-)

  • Anonymous

    If crashers cars were demolished like this. They’d have to avoid crashes to stay in the game. Wouldn’t they?

  • http://profile.yahoo.com/SKGIPDGL2RZ7HEIC7RLIIYK2L4 VK

    This looks very interesting but it isn’t particularly useful for my interests in sim racing.  The reason is all of the cars I am interested in have bodies made from fiberglass or carbon fiber and those does not deform in a crash like sheet metal does - they usually just tear off.  As for the internal frames, if they buckle enough in a crash to be visible then the car is usually not drivable.

    About the only type of racing this technology would be useful for is stock cars and some street cars but I am really not interested in racing with those in a sim.

  • http://www.facebook.com/dsahne Dani Sahne

     i dont think this is aimed at sims, and if it will end up in sims, everyone will get used to it anyway. just like noone says “wow” about old damage models anymore. even if there were amazing back then ;)

  • http://www.facebook.com/profile.php?id=1588818685 Paul Kelly

    This physics engine would be fantastic for a revival of the Destruction Derby series on consoles.

  • Skytrill .

    That would be nice in sim racing but I’m afraid it might get GORE once the driver is in the car !

    Options
    Ragdolls: 10 – 20 – Max
    Blood: Yes / No

  • Anonymous

    Go Karts actually, since their whole driving physics is based on chassis flex. And not every race car is fully rigid, a bit of chassis flex and body panel movement would be nice.

    I would like it for tire barriers and chicane apex markers as well. Anything I want to not be completely solid. Think hay bales at the apex just begging to be grazed :)

  • Anonymous

    More or less damage isn’t going to solve wreckers, only persistent penalties.

  • Rolands Svetins

    Grand Theft Auto 5 needs it!

  • http://twitter.com/thechrisenglish Chris English

    Thanks for the replies, you lot have almost changed my mind! :)

    I still have my doubts, wreckers aren’t bothered about staying in the race, they just want to cause mayhem from my experience. But if other measures can be put in to counteract wreckers (none have been put in so far!) then I’d like to see it in sims.

  • http://www.devotid.com/ devotid

    Well i got work to do……….lol

  • doc d

    i couldn’t care less if the car I’m driving is called Porsche or Porsshe, as long as it drives like it should, so basically, yeah, boot the manufacturers out, spend the money on development and make better games for it. :)

  • http://www.facebook.com/people/Kevin-Brigden/1130115739 Kevin Brigden

    Absolutely agree this damage model would be amazing in a simulator. The damage models in our simulators are complete pants. The physics aspects of crash damage is quite impressive in a lot of the sims. iRacing has a nice way of showing broken suspension links and punctures and rF2 shows nice tyre deflection but none of the sims has particularly convincing body work damage. I’m sure with future development exploding carbon fiber wings and suspension components will happen. I for one can’t wait to see this stuff in a sim. If you’re gonna have a crash, it may as well be a big one! :-)

  • Anonymous

    You mean, no measures aside from SR and Protests in iRacing? They seem to work well, haven’t seen an intentional wrecker in forever.

    I also saw zero change in number of big wrecks when iRacing got damage repair, so I’m skeptical that magnitude of damage makes much of a difference.

  • Philip Samuelson

    It would be awesome if the makers of this model put out a simple demolition derby game for users to try out and report back to them their system performance… Maybe even build in a self-reporting performance monitor that can automatically email the stats back to them after a user plays.

    Or a couple rally stages would be pretty sweet :P

    -Blacker.

  • http://twitter.com/thechrisenglish Chris English

    I don’t race iRacing. No money to do so. rFactor, LFS and RACE07 have quite a problem with them. rF2 is surprisingly very clean from the pubby races I’ve had. 

  • Remco Hitman

    Screw that, I ain’t buying no Honda Civic ever again!

  • Charles Buckley

    The Fall Guy springs to mind.

  • Guilherme Cramer

    Bah, I didn’t think anyone was recording me as I drove around the city.

  • http://www.facebook.com/people/John-Krisfalusci/100000457306764 John Krisfalusci

    I dont think this should be implemented in Simulation like titles and I’ll tell you why. 

    Statistics from the Genre Simulation Convention reports that there is about 25% to 40% of more reckless and potential abusers in such titles as Live for Speed because of the “crash physics” being more realistic than those titles “not as realistic”. Keep in mind, this statistic is only pulled from online play so just a heads up. Just imagine how much higher these problems will be if BeamNG crash physics were in future games?

    Makes sense to me because players will probably spend more time trying to find that spectacular crash than actually focusing on driving/racing. This is probably the only reason developers have trouble figuring this out.

  • Anonymous

    Link to that statistic?

  • http://www.facebook.com/profile.php?id=100002216267107 Daniel Neil Marr

    Ive got an idea-It would great to see this, but dumb it down,with rollcages and the like.

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