I've said it before this thread and I'll say it again. Live For Speed is doing this kind of damage now. Sure it needs some tweaking, but its a good start.
Any sort of real time deformation, simplified or not, requires a way to calculate/estimate/guesstimate the distribution of forces through the gridpoint mesh. You can use an ugly geometry mesh instead of a neater FEM mesh, you can simply things out the wazoo (just make everything spring constrained instead of plastic), and can even cheat a bit by ignoring huge portions of the mesh and regenerating geometry on the fly to fill in (can that even be called a cheat!?!).I don't believe those calculations need to be nearly that complex in order to achieve an acceptable result in a video game. Just like any other physical simulation you can greatly simplify the model at the expense of accuracy.
I fully expect a move away from pre-made damage models and one toward real-time deformation with the next generation of consoles.
I've said it before this thread and I'll say it again. Live For Speed is doing this kind of damage now. Sure it needs some tweaking, but its a good start.
I'll have to go do some reading. I'm very skeptical that they are generating new geometry on the fly, but if so I'll be as amazed as anyone!
That game doesn't use real car models, right? So that helps right there.
I read about as much as I could find on the subject, and I guess that's just no substitute for playing the game and making direct observations. It seems that the suspension is ususing FEM for damage modeling, which makes sense - a bar is a single element and calculations are fairly straightforward, having a dozen or so suspension bars to calculate length changes for in a crash wouldn't be too complutationally intensive.Its not great, the game's still in beta. But it car deforms relative to the hit it takes.
At some point, you guys might want to consider getting a car and doing trackdays. You'll only achieve so much "realism" playing a video game
I had my fill of that in FSAE. I like the thrill, but my sense of mortality is too high for the kind of racing that really entertains me! I think all my hair would turn white and/or fall out completely. I guess there's a difference between skill/talent (which I have enough of to not look stupid, and presume I could work on) and nerves (which seem to have withered away en masse).At some point, you guys might want to consider getting a car and doing trackdays. You'll only achieve so much "realism" playing a video game
Any sort of real time deformation, simplified or not, requires a way to calculate/estimate/guesstimate the distribution of forces through the gridpoint mesh. You can use an ugly geometry mesh instead of a neater FEM mesh, you can simply things out the wazoo (just make everything spring constrained instead of plastic), and can even cheat a bit by ignoring huge portions of the mesh and regenerating geometry on the fly to fill in (can that even be called a cheat!?!).
But that is still a huge, huge, huge, huge, huge computational problem to do at even a few frames per second. You're talking about geometry tesselation and geometry generation real time, based on some physical calculation for grid point deformations.
Erm, yeah. Not going to happen soon IMO, but I'd love to be proven wrong. Improvements by using a lot more pre-computed interpolation models and vastly more possible outcomes are more likely.
Any sort of real time deformation, simplified or not, requires a way to calculate/estimate/guesstimate the distribution of forces through the gridpoint mesh. You can use an ugly geometry mesh instead of a neater FEM mesh, you can simply things out the wazoo (just make everything spring constrained instead of plastic), and can even cheat a bit by ignoring huge portions of the mesh and regenerating geometry on the fly to fill in (can that even be called a cheat!?!).
But that is still a huge, huge, huge, huge, huge computational problem to do at even a few frames per second. You're talking about geometry tesselation and geometry generation real time, based on some physical calculation for grid point deformations.
Erm, yeah. Not going to happen soon IMO, but I'd love to be proven wrong. Improvements by using a lot more pre-computed interpolation models and vastly more possible outcomes are more likely.
I think that's probably the way we will see damage modeling (graphically) advance over the next several years. More intermediate models produced by tesselation (on both front end to save artists time in producing key frames, and on the back end as a skinning/tesselation/animation sort of thing) and higher variety of damage.What if you pre-computed some damage models and then did an interpolation between them in real-time? The pre-computed models would act as keyframes ( "keymodels" would be more accurate probably) and then the ammount of force would dictate to what degree you altered from the previous model towards the next more-damaged one. Then the model that is arrived at would be the new starting point for further calculations. Since it would be rare that you would actually hit the exact ammount of damage to hit one of the pre-computed models, you would see a lot more variability in the damage shown on the cars. And if you could actually show the model change (a la the morphing effect for 2d images) you could slow down a replay and watch the impact cause the model to change shape. This would be a huge improvement, without having to cope with having to do all the calculations of a real physics-based model.
How doable to you think this approach would be? Or is it similarly computationally intensive?
Great Post!
That's most likely from the photo mode. The latest pics on Apr. 23 are these with a fair share of jaggies. You see "take photo" in the first replay screen.New screen pulled from the upcoming pitpass video:
http://forums.forzamotorsport.net/photos/turn10_image_gallery/images/98734/original.aspx
The reflections in the bumper are
You do that once, and then you think - wait, for the price of one track-day, I can buy all the consoles, wheels, three racing games and a nice LCD TV, and drive as much as I like, on many different tracks, with hundreds of different cars I can modify and set-up however I like, whenever I like, without having to worry too much about killing myself.
You do that once, and then you think - wait, for the price of one track-day, I can buy all the consoles, wheels, three racing games and a nice LCD TV, and drive as much as I like, on many different tracks, with hundreds of different cars I can modify and set-up however I like, whenever I like, without having to worry too much about killing myself.