![]() ![]() BeamNG.tech stands out among the several available driving platforms through its custom soft-body physics engine, detailed modeling of the vehicle subsystems, and high degree of adaptability. ADAS researchers and developers use BeamNG.tech as a platform for model-in-the-loop testing and development. Driver’s training applications are supported by an immersive simulation environment that can easily be adapted by the distributor to match the desired user interface and vehicle type. Also, I'd be very interested if any experienced game developer would like to collaborate on putting together a small game to showcase the potential of this engine.Simulation platforms are critical components for the evaluation and development of driver’s training applications and intelligent algorithms for advanced driver-assistance systems (ADAS). ![]() I am currently looking for contacts in companies such as Havok and AGEIA that may be interested in acquiring the rights to / commercializing this algorithm. To get a feel for the range of the engine and how the material will generally feel, try out the 2D demo, which allows for tweaking all the parameters of the simulation (.NET framework required for this demo). The dynamics of the engine result in convincing rubber-like simulations. ![]() Thus it bypasses most of the shortcomings of mass-spring systems. ![]() The algorithm's approach is geometrically based (like Mueller's 2005 Meshless Deformations paper), and therefore is unconditionally stable and supports arbitrarily rigid objects cheaply. I believe that this algorithm could enable fully destructible environments, far superior ragdoll simulations (such as the zombie in the RealMatter demo), and more realistic damage models for vehicles. For an example of this, please check out my previous project, the RealMatter engine, based on the same algorithm (warning: the video, which shows a zombie ragdoll being attacked, is fairly gory).Now that the algorithm is provided free for non-commercial use in a programming library, I would love for people try to see what they can do with it. The main application to games of this algorithm is that it allows fracturing, destructible objects. The project page has the SIGGRAPH paper, a streaming video, 2D and 3D demos, and source code. The FastLSM algorithm allows for simulating fracturing soft bodies at much faster speeds than previous methods (in one demo, we show 150 soft penguins deforming in real time), and is also quite easy to implement. Just letting you know I have put up the source code for a programming library implementing the new FastLSM soft body physics algorithm, which was developed by myself and Professor Doug James at Cornell University and which was presented at SIGGRAPH 2007. ![]()
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January 2023
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