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ПОЧЕМУ НИКТО НЕ ПОВТОРИЛ BEAMNG.DRIVE!? 🔥 — Transcript

by TheMikeKlerk · 3,088 words · 506 segments · language en · Watch on YouTube

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  1. 0:00I have one question. Why the hell has no
  2. 0:02one managed to replicate BeamNG.drive
  3. 0:04after all these years?
  4. 0:05I mean, seriously, we have games with
  5. 0:07budgets in the tens or hundreds of
  6. 0:08millions of dollars, but when it comes
  7. 0:10to crashes, BeamNG mops the floor with
  8. 0:12all of them combined.
  9. 0:14And what I’m wondering is, are the
  10. 0:15leading game studios really incapable of
  11. 0:17creating something like this?
  12. 0:20Anyway, let’s figure it out, or, per the
  13. 0:22canon of my channel, let’s go.
  14. 0:41I think all of you remember that feeling
  15. 0:43when you first played BeamNG.
  16. 0:45Total amazement at how this is even
  17. 0:48possible; to understand why BeamNG has
  18. 0:50such unique physics, let’s look at its
  19. 0:53world from a technical standpoint.
  20. 0:56Unlike almost any AAA game, a car in
  21. 0:58BeamNG is not just a solid shell with
  22. 1:00pre-made damage animations.
  23. 1:03Everything is different here. The devs
  24. 1:05used soft-body physics, or "squishy"
  25. 1:07physics, if we're putting it simply.
  26. 1:10It includes, first, nodes—these are
  27. 1:12points on any physical object that have
  28. 1:14a specific mass and unique coordinates
  29. 1:17on the physical body.
  30. 1:19Second, beams, after which the game was
  31. 1:22actually named (if that wasn’t obvious)
  32. 1:24, are connections between two points, or
  33. 1:27nodes, whose main purpose is to maintain
  34. 1:29a specific distance between them.
  35. 1:32And third, triangles. I know that
  36. 1:34translates as
  37. 1:35>> triangles,
  38. 1:37>> but in this case, it refers to a
  39. 1:38specific mechanic with that name. They
  40. 1:40create a surface at the connection
  41. 1:42points of nodes and beams and also
  42. 1:44participate in calculating aerodynamics
  43. 1:45for each vehicle.
  44. 1:47And on top of all this madness, the main
  45. 1:49car mesh is layered and attached,
  46. 1:51meaning its visual body. By smashing the
  47. 1:54entire car structure, consisting of
  48. 1:56several hundred triangles under the body
  49. 1:58, into a wall, we force the beams to
  50. 2:00stretch, compress, or snap entirely.
  51. 2:02This information is instantly passed to
  52. 2:04the car's body, and it changes shape
  53. 2:06accordingly. Not because a dent
  54. 2:08animation triggered, but because the
  55. 2:10physical structure of the beams and
  56. 2:11nodes under the body changed.
  57. 2:14You likely already have the question:
  58. 2:16where are the pitfalls in this insanely
  59. 2:18cool technology?
  60. 2:20Well, the main problem is that the
  61. 2:22entire system of beams and nodes needs
  62. 2:24to be constantly recalculated to track
  63. 2:26any changes in their structure.
  64. 2:29And when I say constantly, that doesn't
  65. 2:31mean once a minute or once per FPS, but
  66. 2:33every 0.5 milliseconds.
  67. 2:36To understand the scale, that’s exactly
  68. 2:382,000 times per second. In each of these
  69. 2:412,000 simulation steps, it has to
  70. 2:43recalculate a massive amount of
  71. 2:45parameters, such as force, velocity,
  72. 2:47position, coordinates, node tension, and
  73. 2:49collision.
  74. 2:50>> All of this happens in parallel for
  75. 2:52every car in the game simulation.
  76. 2:55That is, when playing with sixty cars in
  77. 2:57traffic, your processor performs over
  78. 2:59120,000 calculation steps every second.
  79. 3:02And that is only assuming each of these
  80. 3:05buckets has exactly 400 nodes. But every
  81. 3:08car in the game has a different shape.
  82. 3:10This video is literally a horror movie
  83. 3:12for your processor.
  84. 3:13But then why don't the devs just
  85. 3:15increase the time between calculations
  86. 3:17to give the processor a second to
  87. 3:19breathe?
  88. 3:20And that is exactly where we get the
  89. 3:22name of the game's physics. Soft-body
  90. 3:24physics.
  91. 3:26In very simple terms, for the game, each
  92. 3:28car is made not of metal, but of
  93. 3:30something like soft fabric.
  94. 3:33The devs specifically chose a certain
  95. 3:35interval between calculations so that
  96. 3:36this "fabric" wouldn't turn into actual
  97. 3:38soft cloth; otherwise, the cars would be
  98. 3:40as liquid as pea soup, for sake.
  99. 3:43>> On your screens, you are watching a car
  100. 3:45with only two hundred calculations per
  101. 3:47second instead of the standard 2,000—it
  102. 3:49looks more like Stalin’s mustache than a
  103. 3:52car.
  104. 3:53Thus, BeamNG's physics is essentially a
  105. 3:55huge pile of perfectly tuned and
  106. 3:57polished parameters of standard
  107. 3:59mechanics that most games and companies
  108. 4:01use as cloth.
  109. 4:11If the BeamNG devs are such legends,
  110. 4:13absolute units, and geniuses who
  111. 4:15literally invented such a revolution in
  112. 4:17the industry, why do other bigger titles
  113. 4:19like NFS, Forza, or GTA continue to use
  114. 4:21the same old tired box mechanics?
  115. 4:24And no, the problem isn't that soft-body
  116. 4:26physics is some kind of copyright that
  117. 4:29major studios can't violate. No, the
  118. 4:31reason lies much deeper. Never mind.
  119. 4:35Basically, corporate cattle-herders use
  120. 4:37a system called Rigid Body, or
  121. 4:39solid-body physics, for their games.
  122. 4:42Objects with this physics have a solid
  123. 4:44surface that, upon collision with other
  124. 4:46objects, simply pushes them away or is
  125. 4:48pushed away itself.
  126. 4:50However, it would be strange if nothing
  127. 4:52happened at all during a car collision.
  128. 4:55>> Right.
  129. 4:56>> That is precisely why almost all
  130. 4:57developers use additional scripts on top
  131. 4:59of the rigid body that activate only at
  132. 5:01the moment of impact. For example, a
  133. 5:04script for detaching parts, like in
  134. 5:05Jalopy, or a script for overlaying a
  135. 5:07simple scratch texture onto the model,
  136. 5:09like in Project Zomboid. You might say:
  137. 5:12"Wait, what do you mean cars are solid?
  138. 5:14Look, in GTA 4, cars crumple like an
  139. 5:16accordion." Well, yeah, they sure do
  140. 5:18bend. For this, in IV and V, Rockstar
  141. 5:21split the car into three conceptual
  142. 5:23parts. The first is the bottom
  143. 5:25indestructible layer, which includes the
  144. 5:27interior, suspension, and the center of
  145. 5:29the body. It is, essentially, made of
  146. 5:31some kind of bedrock.
  147. 5:33The second is the destructible layer,
  148. 5:35which, exclusively upon contact with an
  149. 5:37object, triggers a complex mathematical
  150. 5:39script during which the game calculates
  151. 5:41the car's speed and damage from the
  152. 5:42impact, and then, based on these numbers
  153. 5:44, procedurally deforms the body
  154. 5:46according to pre-set movement animations
  155. 5:48.
  156. 5:50Are you out of your mind? And the last,
  157. 5:51third layer is responsible for objects
  158. 5:53capable of detaching from the car. That
  159. 5:55is, doors, the hood, windows, bumpers,
  160. 5:58and so on.
  161. 5:59So, unlike BeamNG, where the whole car
  162. 6:02is a soft physical structure, in GTA,
  163. 6:04physics aren't calculated at all outside
  164. 6:06of the collision itself.
  165. 6:08During normal driving, it is essentially
  166. 6:10an iron sliding across asphalt. This
  167. 6:12mishmash of rigid layers and scripts is
  168. 6:14actually used by almost all games with
  169. 6:16cars. Even that Matrix Awakens, which
  170. 6:19was compared to BeamNG quite often. Well
  171. 6:22, damn, if Rockstar is mixing a layer of
  172. 6:23solid crap and a layer of diarrhea, why
  173. 6:25not just make it all diarrhea?
  174. 6:27>> Oh, wait. What kind of stupid analogies
  175. 6:29are those? Damn,
  176. 6:31>> I wasn't finished. There was supposed to
  177. 6:33be a joke about dog ashes, too.
  178. 6:34>> Oh, screw it. Let's analyze it using the
  179. 6:37example of the upcoming Grand Theft Auto
  180. 6:38Six, because fat chance that's happening
  181. 6:40. I'm not missing such a historic event
  182. 6:42on the channel.
  183. 6:43As we all saw from the gameplay trailers
  184. 6:45, as well as the leaks, Rockstar didn't
  185. 6:47reinvent the wheel for GTA 6.
  186. 6:49The car physics were taken almost
  187. 6:51entirely from the previous fifth
  188. 6:52installment. Sure, with insane
  189. 6:54improvements, but technically it's still
  190. 6:56the same box. Why?
  191. 6:59Because, despite the fact that both of
  192. 7:00these games 'titles have a hint of a
  193. 7:02scrotum, they are in radically different
  194. 7:04genres.
  195. 7:05If Rockstar decided to do soft-body
  196. 7:07physics in GTA, it would have to be
  197. 7:09applied not just to the player's car,
  198. 7:11but to dozens of parked ones and
  199. 7:13hundreds in traffic.
  200. 7:15And that's not even counting that
  201. 7:16besides this physics, the game must have
  202. 7:18crowds of pedestrians, scenery, dynamic
  203. 7:20objects, a huge open-world, plus
  204. 7:22synchronizing all this crap for every
  205. 7:24player in a multiplayer session
  206. 7:26separately.
  207. 7:27And while you were thinking and guessing
  208. 7:29, all hell broke loose. In turn, BeamNG
  209. 7:31can afford to let the car take up 90%of
  210. 7:34the CPU because the car, damn it, is the
  211. 7:37game itself,
  212. 7:38>> whereas in GTA, it's not. Okay. But what
  213. 7:41about NFS, The Crew, and Forza Horizon?
  214. 7:44Aren't those games also all about the
  215. 7:46cars? Well, yeah, but they don't give a
  216. 7:48damn about that. You see, the essence of
  217. 7:51Forza is maximum arcade.
  218. 7:54No offense to fans, but do you seriously
  219. 7:55think you can drift through hills in a
  220. 7:57Lamborghini that even an eight-year-old
  221. 7:59could figure out?
  222. 8:01>> It's important for them to maintain
  223. 8:03stable, simple physics with a high FPS,
  224. 8:05while simultaneously having
  225. 8:06photorealistic graphics and dozens of
  226. 8:08other cars in Tokyo traffic. Although,
  227. 8:09as far as I know, the sixth installment
  228. 8:11clearly has problems with that. After
  229. 8:13all, even at the Shibuya crossing, the
  230. 8:15traffic density doesn't exceed that of a
  231. 8:16remote village's outskirts. But that's
  232. 8:18beside the point. If in Forza the
  233. 8:20content is a linear race and a crash is
  234. 8:22just a temporary obstacle to that
  235. 8:24content, then in BeamNG, the crash
  236. 8:26itself is the content. If after hearing
  237. 8:28all this you think it’s obvious even to
  238. 8:31a fool and just a cliché, that’s not
  239. 8:33even remotely the case. Because if you
  240. 8:35look at the reviews for Forza, you can
  241. 8:37see a bunch of comments like that.
  242. 8:40There’s also this interesting and very
  243. 8:43popular myth that games don't add
  244. 8:45physics to cars just because of licenses
  245. 8:47. That’s partially true, but it’s far
  246. 8:50from the main reason.
  247. 8:53It’s no secret that games like NFS, The
  248. 8:55Crew, and Forza use real car brands,
  249. 8:57whose manufacturers aren't always
  250. 8:59thrilled about their cars being run over
  251. 9:01by tractors, posted on TikTok, and
  252. 9:03getting more reach than the companies'
  253. 9:06own ads.
  254. 9:08But, well, even if there were no
  255. 9:09licensed cars in Forza. People would
  256. 9:11just go to BeamNG, download a mod, and
  257. 9:13wreck them even harder than they ever
  258. 9:14could in Forza. For example, in Clutch—
  259. 9:16how the hell do you even read that?—the
  260. 9:19devs just casually blow up a licensed
  261. 9:21Porsche in the game's very first trailer
  262. 9:23.
  263. 9:24So, while copyright is a valid reason,
  264. 9:26the much bigger factor is the cost of
  265. 9:29destruction technology versus what it
  266. 9:31adds to a specific game, rather than
  267. 9:33some words from a BMW executive.
  268. 9:45This brings us to the situation around
  269. 9:47Wreckfest.
  270. 9:48The first and second parts of this game
  271. 9:50supposedly use the exact same soft-body
  272. 9:52physics as BeamNG for simulating
  273. 9:53destruction. Or do they?
  274. 9:56Back when the first part was announced,
  275. 9:58the devs really promoted their game as
  276. 10:00if they had a full-blown copy of
  277. 10:02soft-body physics.
  278. 10:03But at release, it turned out to be
  279. 10:05complete nonsense. It’s unclear whether
  280. 10:08the devs simply abandoned it during
  281. 10:10development, or were just lying, but
  282. 10:12most likely, completely different
  283. 10:14approaches were hidden under the same
  284. 10:16name. In any case, it doesn’t change the
  285. 10:18fact that Wreckfest uses a hybrid crutch
  286. 10:20. Instead of the familiar grid of beams
  287. 10:23and nodes, they deform the visual 3D
  288. 10:25mesh of the body itself, while a solid
  289. 10:27and invulnerable frame with the car's
  290. 10:28physics model remains hidden beneath it
  291. 10:30. An impact just shifts the vertices of
  292. 10:33the outer model piece at the point of
  293. 10:34contact. And that’s it. It’s something
  294. 10:37very similar to the destruction in GTA,
  295. 10:38but with a small mixture of real
  296. 10:40soft-body physics thrown in. Moreover,
  297. 10:42even if it were real soft-body physics,
  298. 10:44it would still be literally the only
  299. 10:47similarity to BeamNG. For the sake of
  300. 10:49clarity, let's do this. BeamNG is a
  301. 10:51total open-world sandbox. Wreckfest, on
  302. 10:54the other hand, is an arcade racer
  303. 10:56confined to specific tracks.
  304. 10:59It has a career mode, missions, and a
  305. 11:00clear goal of completing all those
  306. 11:02survival races.
  307. 11:03BeamNG has none of that. You entertain
  308. 11:06yourself.
  309. 11:06>> Or you can just watch my previous video
  310. 11:08on what to do in BeamNG.
  311. 11:09>> If in the first version the physics
  312. 11:11applies to the entire car without
  313. 11:13exception, even the wheels, suspension,
  314. 11:15and other technical components, then the
  315. 11:17competitor has a hybrid physics system,
  316. 11:19using a soft-body analog exclusively for
  317. 11:21the exterior body.
  318. 11:22In other words, the developers
  319. 11:24implemented this physics to create
  320. 11:26spectacle in demolition derbies, where,
  321. 11:28just like in the real-life counterpart,
  322. 11:30it's allowed or even encouraged to wreck
  323. 11:32your car against your opponents.
  324. 11:34Here, such a system, unlike in Forza, is
  325. 11:36appropriate. That is exactly why it was
  326. 11:39used. Well, only for the body.
  327. 11:41Surprisingly, BeamNG is not the only
  328. 11:43game with soft-body physics. Among
  329. 11:45driving sims, there is also MudRunner,
  330. 11:47along with its sequel SnowRunner.
  331. 11:50Although these games are known for their
  332. 11:52realism regarding the suspension, the
  333. 11:53physics isn't used there or even in the
  334. 11:55body.
  335. 11:56Try to guess where.
  336. 12:00It is. There was no right answer here.
  337. 12:03Actually, the soft-body analog is used
  338. 12:06for the snow and mud, so that it
  339. 12:08realistically deforms under your wheels
  340. 12:11. And that's it. I don't know if it's
  341. 12:13even worth comparing it to BeamNG.
  342. 12:15>> I don't think so.
  343. 12:17>> In the end, we returned to the start of
  344. 12:19the video, keeping in mind that a direct
  345. 12:21equivalent to BeamNG simply doesn't
  346. 12:23exist.
  347. 12:32With every year and every update, the
  348. 12:34BeamNG developers try to improve the
  349. 12:36already realistic destruction physics.
  350. 12:38But even if it were five times better
  351. 12:40than it is now, it would still likely
  352. 12:42not equal reality. So where did the
  353. 12:44developers decide to cheat?
  354. 12:47Back in 2014, when BeamNG was just at
  355. 12:49the dawn of its creation, a certain user
  356. 12:51asked a very interesting question on the
  357. 12:54official forum.
  358. 12:56How much does BeamNG actually correspond
  359. 12:58to reality? I am preparing for my
  360. 13:00engineering thesis defense. And it would
  361. 13:03be cool if I could use this game to find
  362. 13:05useful information for myself.
  363. 13:07>> This guy literally opened Pandora's box
  364. 13:09with this post.
  365. 13:11Some said the game completely copies
  366. 13:13real life, others that it's nothing like
  367. 13:15real life, and some even decided to
  368. 13:18wreck their own real car just like in
  369. 13:20BeamNG and compare it with photos.
  370. 13:23That's when the developers apparently
  371. 13:25realized how crazy the people playing
  372. 13:26their game really are. And
  373. 13:28>> shut the hell up.
  374. 13:30>> Okay, just kidding. Actually, Estama is
  375. 13:32almost the main BeamNG developer, just
  376. 13:34so you know. He decided to intervene by
  377. 13:37posting this huge message.
  378. 13:39Our game is physically plausible, but
  379. 13:41you should understand that this is not a
  380. 13:43certified engineering simulator.
  381. 13:45Our team denies the suitability of
  382. 13:47BeamNG for serious engineering
  383. 13:49calculations where money or human lives
  384. 13:52are at stake.
  385. 13:54He then answered questions regarding the
  386. 13:55update, wished the guy luck with his
  387. 13:57thesis defense, and closed the
  388. 13:58discussion.
  389. 14:00>> From this, we can conclude that there is
  390. 14:02no talk of comparing it to real life.
  391. 14:05Real cars have thousands of weld points
  392. 14:06and various materials that behave in
  393. 14:08very different ways.
  394. 14:11For instance, front and rear bumpers are
  395. 14:12mostly plastic, unlike the rest of the
  396. 14:14body which is, well, basically metal.
  397. 14:17This is done so the bumper can absorb
  398. 14:19minor damage and simply return to its
  399. 14:21original shape after impacts. BeamNG,
  400. 14:24however, doesn't account for any of this
  401. 14:25. It doesn't simulate every millimeter
  402. 14:27of metal or different types of materials
  403. 14:29. It's just about eight hundred beams
  404. 14:31connected to nodes, with a car body mesh
  405. 14:33laid over them. This is very noticeable
  406. 14:35during high-speed crashes. The car
  407. 14:37simply turns into a crumpled piece of
  408. 14:39paper. Yes, in reality, essentially the
  409. 14:42same thing happens, but here you can see
  410. 14:44these sharp angles.
  411. 14:46These, my friends, are beams and nodes
  412. 14:49that bent the wrong way and pulled the
  413. 14:51body mesh along with them. And the
  414. 14:53result is just a complete mess.
  415. 14:55The developers officially admit that the
  416. 14:57biggest problem with their simulation
  417. 14:58right now is tire physics.
  418. 15:00As the saying goes, they danced on the
  419. 15:02stairs, only to break their necks on
  420. 15:03level ground. You see, tires in BeamNG
  421. 15:06are a complete sham. The pressure inside
  422. 15:09them represents the tension force of the
  423. 15:10beams, not actual air pressure.
  424. 15:13That is, by adjusting tire pressure in
  425. 15:15the settings, you are actually just
  426. 15:17tightening the beams on the tire so they
  427. 15:19supposedly become firmer.
  428. 15:21This became such a big issue that in
  429. 15:242025, the BeamNG devs talked about their
  430. 15:26collaboration with Calspan, where they
  431. 15:28conducted massive amounts of tire tests
  432. 15:31on special rigs.
  433. 15:33You heard that right: these absolute
  434. 15:35chads, instead of just tweaking a few
  435. 15:37sliders by eye, literally went to
  436. 15:39Calspan to run real tires through
  437. 15:41laboratory tests.
  438. 15:47And even today, in 2026 at version 0.40
  439. 15:50, the tire issue is still not fully
  440. 15:52resolved.
  441. 15:54They are still far from the level the
  442. 15:55developers originally wanted to show us
  443. 15:57at launch.
  444. 15:58This is easy to see from their regular
  445. 16:00patch notes on the Steam website.
  446. 16:09One question still remains open. How on
  447. 16:12earth did a small indie studio come up
  448. 16:15with such brilliant physics? How did
  449. 16:17BeamNG even come to be? And it didn't
  450. 16:19just happen out of thin air, as many
  451. 16:21might think. In reality, the roots of
  452. 16:23BeamNG start with another game called
  453. 16:25Rigs of Rods.
  454. 16:28This is an old open-source vehicle
  455. 16:29simulator that was released back in 2005
  456. 16:32.
  457. 16:33That exact game is the direct ancestor
  458. 16:35of BeamNG.
  459. 16:37If you look at Rigs of Rods first, and
  460. 16:39then back at BeamNG, you'll likely see
  461. 16:41that the difference between them is
  462. 16:42incredibly negligible.
  463. 16:45And that's because, guess what, BeamNG
  464. 16:47and Rigs of Rods use the exact same
  465. 16:49soft-body physics with nodes and beams.
  466. 16:52Moreover, a fairly large team of modern
  467. 16:54BeamNG developers is actually made up of
  468. 16:55former Rigs of Rods devs, which various
  469. 16:57BeamNG developers have mentioned in
  470. 16:59their posts more than once.
  471. 17:02Theoretically, one could consider BeamNG
  472. 17:04to be Rigs of Rods 2, although in
  473. 17:05reality that’s not the case, since the
  474. 17:07studios are completely different and
  475. 17:09never officially collaborated.
  476. 17:12RoR rather became a kind of laboratory
  477. 17:14where future BeamNG developers gained
  478. 17:17years of experience with soft-body
  479. 17:19physics, saw its limitations, and
  480. 17:21decided to radically improve it.
  481. 17:24Thus, in 2011, the first concept of the
  482. 17:26"BeamNG we all know" appeared on paper.
  483. 17:31And 2 years later, in 2013, the devs
  484. 17:32released the first alpha version to the
  485. 17:34public, which looked something like this
  486. 17:36.
  487. 17:37Looks like some kind of
  488. 17:39>> shitty super biker
  489. 17:40>> 3D game from the Play Store.
  490. 17:42>> But in 2015, the game was released on
  491. 17:45Steam in the form we see it today.
  492. 17:48Yes, over these years, of course, both
  493. 17:50the physics and the graphics have
  494. 17:52changed about 50 times. But that is a
  495. 17:54story for an entirely different video.
  496. 17:56Well, that's all I have. Write in the
  497. 17:58comments what you learned that was new,
  498. 18:00or perhaps you have something to add. I
  499. 18:02will gladly read everything. A huge
  500. 18:05thank you for watching this video to the
  501. 18:07end. I worked my ass off on it. When you
  502. 18:10have time, check out my past videos as
  503. 18:11well. I'm sure you'll like them.
  504. 18:13Subscribe to my Telegram channel. That's
  505. 18:16where all the news about BeamNG, TLD,
  506. 18:18and, of course, my channel is.

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