Rigs of Rods: free and open source vehicle simulator that uses soft-body physics
rigsofrods.org
rigsofrods.org
It's about typical for modern physics engines.
Totally rigid body physics is reasonably well solved by now. It suffers from the "boink" problem; in impulse-constraint systems, there are instantaneous changes in velocity on collisions. This looks OK for small objects and terrible for large ones. This is the main reason game simulations usually look wrong.
If you make everything soft, that works OK. But everything looks like Jell-O, as some early Pixar devs wrote. That's a soft-body system.
What's hard is doing things which have just a little elasticity. Which is most real-world materials. That's because you have to simulate what's happening on very short time scales, much shorter than a visual frame time. This is possible, but the compute load suddenly jumps by orders of magnitude during some collisions. That's hard for real-time systems. Also, you start to need double precision. If you don't need real time, as for film work, it's not too bad. Integration of stiff systems of differential equations is Not Fun. I used to do that stuff.
Note, in the video, how soft the suspensions are.
An engineer designing a product can certainly run it through a simulation that accurately predicts elastic and plastic deformation as well as fracture and other failure modes.
Simple mass-spring systems (like this) have issues with really stiff springs and high masses causing unrealistic responses even with a low time step but you can use approaches like XPBD which are stable. Changing the configuration of constraints is what causes the shape change.
Most vehicle sims get really far with just using a rigid-body system and modelling the damage another way. It’s much computationally cheaper, much cheaper in terms of time to setup a vehicle and lets you maintain high fidelity in the driving model which is the bit most players care about.
It's amazing to think about all the objects in the universe which collide, always according to the laws of physics, not requiring any cost/resource/energy to such computing loads, and reliably without any uncaught exceptions.
Edit: I meant the theoretical physics engine operating the real world.
It is highly distributed, in that every atom in the universe is performing this "calculation", all the time. That is literally an ungodly amount of energy. As for uncaught exceptions, they are also performing "only" this calculation, not much room for exceptions there. But let's not talk about quantum tunneling and other weird things that go on in the even lower level VM ;)
An example: https://youtu.be/z12UdMbELdc
The whole Siggraph channel is quite cool. It's just demo videos.
Does .drive work in Wine these days?
[0]https://www.protondb.com/app/284160
[1]https://www.beamng.com/game/news/announce/experimental-linux...
With the addition of multilayer trough mods it also filled the last feature gap
My only gripe is that devs have a scant idea of how control input should work for games, and recently introduced a steer limiting system that is all around bad and broke the two previously working mods that did it great, including mine, so racing is now bad again unless you have a steering wheel
RFactor 2 does degradation best tho. so there's that.
some random background info:
It's a shame they don't license their models for engineering customers (like rFactor does), since it's a single made-up parameter set tuned to make things feel "real".
> BeamNG.tech is an academia- and industry-oriented fork of BeamNG.drive. In content and features, it largely overlaps with BeamNG.drive, and offers additional functionality to support driver training simulators and the development of advanced driver-assistance systems (ADAS).
> […]
> BeamNG.tech is released under a mix of commercial and open-source licenses by BeamNG GmbH.
https://documentation.beamng.com/beamng_tech/
But it’s not clear from this page if they provide source code for the commercial parts of BeamNG.tech to customers or not. I guess you’d have to contact them and ask. Contact details are at the above linked page.
Nope. They simply started BeamNG as a commercial project, it was never a fork
https://www.beamng.com/threads/the-entire-history-of-beamng-...
And they use Torque which is licensed under MIT https://torque3d.org/ But that’s just the graphics not the physics enginge which haven’t been released. Rigs is using Ogre https://www.ogre3d.org/
From what I recall, RoR was a bit like BeamNG.drive "Lite": something that's nice to play around in, if a bit more barebones and could clearly use a bit more love. Then again, I think that both had slightly awkward UI and keyboard shortcuts, plus RoR is free.
Before my program, you had to plot out your vehicle points manually and type it up in a text editor. There was a lot of scratch paper involved!
hard as in for me to comprehend 3D vertices
Is this a big thing? I.e. is this enough to start a community-driven effort to create an open source alternative to something like GTA (at least in gameplays I watched transportation seems to play a big role)?
I have been wondering for a while why there is no open-source open world game similar to GTA, considering its poppularity.
The main challenge for building a game is the content - the art, level design, enemy design, terrain, story, etc. The game engines and coding tend to be (a) more portable between games and (b) have more people interested in contributing relative to the need.
I was part of a game design group in college, as an extra curricular. We had tremendous unmet needs for art and sound design, which really limited the games we could make - maybe one or two game the 6-12 projects each year actually had the skills they needed. Part of that was probably the group running out of ACM and thus just having better ability to attract CS than art types, but I got the sense it was partly the type of people interested in building games for fun.
[2] https://www.epicgames.com/site/en-US/news/sketchfab-is-now-p...
It might be slightly simpler if you assume realistic 3d art style. But even then what's considered realistic 3d game art has significantly changed over the years.
Maybe this would work better if the repository served not only dumb file storage but tried to establish set of target requirements (updated once every few years) to improve the compatibility assets. Something like opengame-3drealistic-2020 or opengame-2dtopdown-pixelart-v3. Where each category means very specific rules and maybe some reference pieces meant to ensure compatibility. Downside is that it significantly raises the entry barrier and reduces amount of artists willing to make something which fits very specific requirements, instead of making whatever they want and then sharing their work. I am also somewhat concerned about loosing creativity.
A sandbox and some fun physics. :)
2) Enable multiplayer + voice chat
3) $