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Question regarding future of BeamNG

Discussion in 'Troubleshooting: Bugs, Questions and Support' started by Z-enzyme, Jun 24, 2015.

  1. Z-enzyme

    Z-enzyme
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    Joined:
    Jun 21, 2015
    Messages:
    2
    As I understand right BeamNG.Drive is supposed to be a game. But what about the physics engine itself? Do you, as a team of developers, plan to release it as a plugin for other game engines? Cryengine, Unreal Engine 4?

    The reason I'm asking is that I'm sure that lot of people would definitely pay a big sum of money to be able to use this engine inside for instance UE4. I'm a hobbyist game developer and I would definitely be interested in something like this.

    So, question is, do you guys consider this an option in future?
     
  2. Aboroath

    Aboroath
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    Joined:
    Aug 25, 2013
    Messages:
    3,804
    Questions like this usually get a lot of attention from the community only, full of conjecture and hearsay. All I know is the devs
    are planning on sticking with T3D "for years" however, who's to stop some rich development house from offering the devs a
    $100 million to just walk away?:p
     
  3. hugobros3

    hugobros3
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    Joined:
    Aug 2, 2013
    Messages:
    31
    * Most car games or games featuring cars, don't show a single car wandering arround, but tens of them, all potentially crashing at some point. A lot of computers can't even handle a single Moonhawk at full speed ( mine included ), so for simulating 50 cars pilling on the hightway on GTA6 we'll have to wait for about 10 years or do it in stop-motion. Maybe running the simulation on a GPU would help, but still we'll have to wait.

    * Add to that : no proper multiplayer. Optic fiber is still nowhere near in the future for 95% of us.

    * It would require a LOT more work to make the content, if you want to make a car for GTA 5, you grab a model somewhere, you import it, you set up a few variables and you're done. On beamNG you have to model EVERYTHING, remake the car in beams form, tweak it for hundreds of hours until it seems ok to play. If you want to change the game feel and make it more "arcady" or "easy", you'll have a hard time because there is no such thing as magic brakes or controlling your car in air in a simulation. You'd have to resort to time-consuming and very hackish methods to make it match the wanted gameplay, which completely defeats the point of BeamNG in the first place.

    Don't get me wrong, simulating everything accurately IS the way to go, there is not much room for graphical improvement anymore, but it will take time, and I think big game companies ( ie ubisoft, EA etc ) will prefer to make their own soft-body-we-even-simulate-the-carpets engines when the time has come rather than working out how a little indie game do it's magic.
     
  4. Z-enzyme

    Z-enzyme
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    Joined:
    Jun 21, 2015
    Messages:
    2
    @hugobros3
    That makes sense. Thanks a lot.
    Mods can close the topic now as I got my answer and I'm satisfied.
     
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