Hi BeamNG Team and members I'm new here and looked for map details? There wasn't a thread and I thought this would be interesting as well "In my opinion " As far as I can tell what I saw on the videos that there is only 1 map? which it's quite big! but how big is it actually? I love this engine It reminds me a bit on GTA IV/V
The maps consist of cryengine 3 terrain editor.. terrains. Maps are already being made in preparation for the upcoming BeamNG game/sim. Link to one : PenguinvilleNG It's free to download and use if you're interested.
Thats not an official terrain, at this point it has nothing to do with BeamNG other than being posted on these forums. So far we dont have any information about the official BeamNG map(s).
Yup. That's why it's in the "unofficial" section. So far, it seems like BeamNG has made either one gigantic map or multiple smaller ones. By the looks of it, they have made two: the white test room from the first video and the super detailed terrain from the others. The detailed one appears to be very large (if there are indeed only two maps) because it extends from a wooded area in the second video to a costal paradise in the most recent one (Rallying a Street Car). The detailed one might also be an updated version of the original white one. They look great so far, but they're probably still under construction. We will just have to wait.
262x262km which is absolutely massive. But that has nothing to do with it since i doubt they would ever go that big. It would become an absolute pain to drive to places in a map that large.
thats ok, because this physics engine is not aimed at slower computers. Its using very intensive physics with the CryEngine. If you have a slow computer then you won't run it.
Ray tracing is far more taxing on your cpu than normal rendering. On top of running heavy physics simulation on your cpu already. Not to mention CryEngine 3 doesnt even support full ray tracing. They instead use their "Global illumination system" which is somewhat of a very limited ray tracing type system and much more optimized for current gen hardware.
what does ray tracing have to do with the physics engine? if you have RoR to go by the graphics are the least of your worries when it comes to performance. that said, if you've ever ray traced anything it takes a very long time to make up one image.
The first level is an abandoned industrial site, at 2km by 2km it's not a very large terrain but is packed full of roads, buildings a track. Not to mention beautiful beaches not at all polluted by industrial waste. We'll have more info on that soon
Glad to hear this. Small detailed terrains are typically much more fun than very large bland ones, especially in a simulator where driving long distances is hard to do without crashing. Not because its hard to not crash, but because its hard to hold back the temptation to do so on purpose
Really? Have you only made one map? The "Rallying a Street Car" video had some coastal oasis terrain that seemed so natural. I couldn't see any industrial wasteland anywhere in that map (from what I saw). Was this another map, or just another part of the first one?
Oh I've made more than one map, but the one in the video was created using retextured stock assets and only made for video demos. The industrial site isn't realy a "wasteland", think of a small temperate island with a long abandoned industrial complex slowly being comsumed by lush vegetation. What's good about the new engine is we can create bigger, better, more detailed terrains in less time because of the tools.
That was just something that my friend told me about like it was the best think since sliced bread. I haven't done any personal research on it.
Ray-tracing is basically the simulation of light. It bounces light off of surfaces in realistic ways to give ultra-real lighting and reflections. However it is VERY taxing on performance, and really only used(in a high amount at least) in 3d rendering at this point.