Hello people. What is your opinion about it? I think we have enough cars and tracks. But unbreakable trees, signs and other props, doesn't look realistic, nor are they entertaining. We've been begging about texture damage, maybe for several years, but dev's still ignoring it-ok. Not sure about deformable terrain(like in snowrunner) for offroad experience. but that would've been awesome. Thank you for your attention, hope dev's will hear us.
There was a mod that tried a destructible environment out, it's called Austria Village in the repo. Problem was, your computer had to be from NASA to run it. A lot of people complained that the map kept making their PCs run at 5 fps, so that's the big problem with that approach. There's also another mod called DSC Mud Pit by DrowsySam, which attempts to simulate deformable terrain. It's alright, but it's only a small pit of mud. Attempting to make the deformable area bigger would probably make the game lag heavily as well. As for texture damage? Like scratches on the bodywork? The devs already explained why it's so hard.
So if it is all about performance, I will understand. But we also must consider, mods are not well optimized and therefore mods can not be compared to final product made by developers. I'm not about full destructible buildings and e.t.c. But small trees, fences, bus stops and such props will not affect overall performance much, if it is well optimized, but improve gameplay very much. About terrain deformation, I'd make special tracks for off road, which have, like in snowrunner. Small map 1mile X 1mile, to not affect fps much. But for those who loves off road driving, it will be fun to drive. Could you be so kind, and drop here link, about why it is is so hard to make texture damage? I've missed that information. Thank you in advance.
the problem with makeing bits of the environment destructible is that they have to be effectively the same thing as a vehicle or prop; an object made up of nodes & beams with physics always being simulated, which takes a lot of processing power to run. and if you have a few hundred street signs, small trees, light poles, etc. across the map, that performance hit adds up really quick. the only real possible way to help this would be a "physics sleep" system, where objects that aren't moving get their physics paused, then unpaused when you get close or hit it. even this would be quite difficult for them to add to the game, and it would still make the game too slow for people on potato PCs.
feel like it would most likely also introduce stutter along the way if you enabled physics when you got close to it
Ive brought this up at times when deformable terrain is up for discussion. The original game engine (Torque3D or even earleir) had/has a tool/asset which utilized the terrain tool from the World Editor to deform the terrain ingame. It attached to the player as a weapon if i remember correct. Ive always assumed it could be possible to have this in some way in BeamNG, where the tool itself is attached to the wheels or something.