''Soft-Body'' Crash Physics - Preview
I am really excited to show you some ''early'' progress of the new 2real crash physics for TrafficTool (see video above).
Deformation will not be instant anymore, the deformation motion is visible, with working soft-body effects and force based impact effects. Glass can shatter, axes deform, parts can fly off, all of this can be viewed in slow-mo in replay and also works online with other player cars and even with track objects like barriers or walls.
The visible ''soft-body''-wobble is not just a visual effect, it can leave real damage at the car, for example, if a car is hit very fast from behind, you can see the impact moving through the car up to the front and the impact wobble will actually deform the car while moving through it.
The clips are mostly shown with x12 slow-motion, as you can see it can still be rough around the edges sometimes, but consider that short ''glitches'' probably wouldn't be visible with normal speed. Still, to show the soft-body and deformation crumble effects I thought its best to record as slow as possible.
I want to keep expectations real - Assetto engine has its limits, and not everything is possible to the extend like in Beamng. I am working out a performance friendly approach to the best possible visual extend.
Let me know how you like the first look and tell me you feedback,
much greets, Malice (2REAL)
Comments (9)
whens this coming out
Is the crash physics for the traffic vehicles only? Or will it also effect user cars that don't already have visible crash damage as well?
you can select it how you like, it works for traffic, player cars, ai race cars and other online players (and track objects).
Is this getting released separate from the rest of the 2Real mods?
Very cool! This works with all cars? or just select ones?
Looks already good. 1. For me, there is no need for too many parts flying around after crash (except glass of windows and lights). It‘s ok if there are few plastic and glass parts. 2. More important: the car should get deformations snd damage only, where it got hit. For example: There should not be a visible damage or flying parts in the front, when the car got hit in the back.
Yeah this is some next level shiiii bubba 💯❤️
Out of this world! Incredible job! *BeamNG breathing nervously*
nah im sure its still very far away from beamng's simulation but whats breathing harder is youre pc
