ПОЧЕМУ НИКТО НЕ ПОВТОРИЛ BEAMNG.DRIVE!? 🔥 — Transcript
Full transcript
- 0:00I have one question. Why the hell has no
- 0:02one managed to replicate BeamNG.drive
- 0:04after all these years?
- 0:05I mean, seriously, we have games with
- 0:07budgets in the tens or hundreds of
- 0:08millions of dollars, but when it comes
- 0:10to crashes, BeamNG mops the floor with
- 0:12all of them combined.
- 0:14And what I’m wondering is, are the
- 0:15leading game studios really incapable of
- 0:17creating something like this?
- 0:20Anyway, let’s figure it out, or, per the
- 0:22canon of my channel, let’s go.
- 0:41I think all of you remember that feeling
- 0:43when you first played BeamNG.
- 0:45Total amazement at how this is even
- 0:48possible; to understand why BeamNG has
- 0:50such unique physics, let’s look at its
- 0:53world from a technical standpoint.
- 0:56Unlike almost any AAA game, a car in
- 0:58BeamNG is not just a solid shell with
- 1:00pre-made damage animations.
- 1:03Everything is different here. The devs
- 1:05used soft-body physics, or "squishy"
- 1:07physics, if we're putting it simply.
- 1:10It includes, first, nodes—these are
- 1:12points on any physical object that have
- 1:14a specific mass and unique coordinates
- 1:17on the physical body.
- 1:19Second, beams, after which the game was
- 1:22actually named (if that wasn’t obvious)
- 1:24, are connections between two points, or
- 1:27nodes, whose main purpose is to maintain
- 1:29a specific distance between them.
- 1:32And third, triangles. I know that
- 1:34translates as
- 1:35>> triangles,
- 1:37>> but in this case, it refers to a
- 1:38specific mechanic with that name. They
- 1:40create a surface at the connection
- 1:42points of nodes and beams and also
- 1:44participate in calculating aerodynamics
- 1:45for each vehicle.
- 1:47And on top of all this madness, the main
- 1:49car mesh is layered and attached,
- 1:51meaning its visual body. By smashing the
- 1:54entire car structure, consisting of
- 1:56several hundred triangles under the body
- 1:58, into a wall, we force the beams to
- 2:00stretch, compress, or snap entirely.
- 2:02This information is instantly passed to
- 2:04the car's body, and it changes shape
- 2:06accordingly. Not because a dent
- 2:08animation triggered, but because the
- 2:10physical structure of the beams and
- 2:11nodes under the body changed.
- 2:14You likely already have the question:
- 2:16where are the pitfalls in this insanely
- 2:18cool technology?
- 2:20Well, the main problem is that the
- 2:22entire system of beams and nodes needs
- 2:24to be constantly recalculated to track
- 2:26any changes in their structure.
- 2:29And when I say constantly, that doesn't
- 2:31mean once a minute or once per FPS, but
- 2:33every 0.5 milliseconds.
- 2:36To understand the scale, that’s exactly
- 2:382,000 times per second. In each of these
- 2:412,000 simulation steps, it has to
- 2:43recalculate a massive amount of
- 2:45parameters, such as force, velocity,
- 2:47position, coordinates, node tension, and
- 2:49collision.
- 2:50>> All of this happens in parallel for
- 2:52every car in the game simulation.
- 2:55That is, when playing with sixty cars in
- 2:57traffic, your processor performs over
- 2:59120,000 calculation steps every second.
- 3:02And that is only assuming each of these
- 3:05buckets has exactly 400 nodes. But every
- 3:08car in the game has a different shape.
- 3:10This video is literally a horror movie
- 3:12for your processor.
- 3:13But then why don't the devs just
- 3:15increase the time between calculations
- 3:17to give the processor a second to
- 3:19breathe?
- 3:20And that is exactly where we get the
- 3:22name of the game's physics. Soft-body
- 3:24physics.
- 3:26In very simple terms, for the game, each
- 3:28car is made not of metal, but of
- 3:30something like soft fabric.
- 3:33The devs specifically chose a certain
- 3:35interval between calculations so that
- 3:36this "fabric" wouldn't turn into actual
- 3:38soft cloth; otherwise, the cars would be
- 3:40as liquid as pea soup, for sake.
- 3:43>> On your screens, you are watching a car
- 3:45with only two hundred calculations per
- 3:47second instead of the standard 2,000—it
- 3:49looks more like Stalin’s mustache than a
- 3:52car.
- 3:53Thus, BeamNG's physics is essentially a
- 3:55huge pile of perfectly tuned and
- 3:57polished parameters of standard
- 3:59mechanics that most games and companies
- 4:01use as cloth.
- 4:11If the BeamNG devs are such legends,
- 4:13absolute units, and geniuses who
- 4:15literally invented such a revolution in
- 4:17the industry, why do other bigger titles
- 4:19like NFS, Forza, or GTA continue to use
- 4:21the same old tired box mechanics?
- 4:24And no, the problem isn't that soft-body
- 4:26physics is some kind of copyright that
- 4:29major studios can't violate. No, the
- 4:31reason lies much deeper. Never mind.
- 4:35Basically, corporate cattle-herders use
- 4:37a system called Rigid Body, or
- 4:39solid-body physics, for their games.
- 4:42Objects with this physics have a solid
- 4:44surface that, upon collision with other
- 4:46objects, simply pushes them away or is
- 4:48pushed away itself.
- 4:50However, it would be strange if nothing
- 4:52happened at all during a car collision.
- 4:55>> Right.
- 4:56>> That is precisely why almost all
- 4:57developers use additional scripts on top
- 4:59of the rigid body that activate only at
- 5:01the moment of impact. For example, a
- 5:04script for detaching parts, like in
- 5:05Jalopy, or a script for overlaying a
- 5:07simple scratch texture onto the model,
- 5:09like in Project Zomboid. You might say:
- 5:12"Wait, what do you mean cars are solid?
- 5:14Look, in GTA 4, cars crumple like an
- 5:16accordion." Well, yeah, they sure do
- 5:18bend. For this, in IV and V, Rockstar
- 5:21split the car into three conceptual
- 5:23parts. The first is the bottom
- 5:25indestructible layer, which includes the
- 5:27interior, suspension, and the center of
- 5:29the body. It is, essentially, made of
- 5:31some kind of bedrock.
- 5:33The second is the destructible layer,
- 5:35which, exclusively upon contact with an
- 5:37object, triggers a complex mathematical
- 5:39script during which the game calculates
- 5:41the car's speed and damage from the
- 5:42impact, and then, based on these numbers
- 5:44, procedurally deforms the body
- 5:46according to pre-set movement animations
- 5:48.
- 5:50Are you out of your mind? And the last,
- 5:51third layer is responsible for objects
- 5:53capable of detaching from the car. That
- 5:55is, doors, the hood, windows, bumpers,
- 5:58and so on.
- 5:59So, unlike BeamNG, where the whole car
- 6:02is a soft physical structure, in GTA,
- 6:04physics aren't calculated at all outside
- 6:06of the collision itself.
- 6:08During normal driving, it is essentially
- 6:10an iron sliding across asphalt. This
- 6:12mishmash of rigid layers and scripts is
- 6:14actually used by almost all games with
- 6:16cars. Even that Matrix Awakens, which
- 6:19was compared to BeamNG quite often. Well
- 6:22, damn, if Rockstar is mixing a layer of
- 6:23solid crap and a layer of diarrhea, why
- 6:25not just make it all diarrhea?
- 6:27>> Oh, wait. What kind of stupid analogies
- 6:29are those? Damn,
- 6:31>> I wasn't finished. There was supposed to
- 6:33be a joke about dog ashes, too.
- 6:34>> Oh, screw it. Let's analyze it using the
- 6:37example of the upcoming Grand Theft Auto
- 6:38Six, because fat chance that's happening
- 6:40. I'm not missing such a historic event
- 6:42on the channel.
- 6:43As we all saw from the gameplay trailers
- 6:45, as well as the leaks, Rockstar didn't
- 6:47reinvent the wheel for GTA 6.
- 6:49The car physics were taken almost
- 6:51entirely from the previous fifth
- 6:52installment. Sure, with insane
- 6:54improvements, but technically it's still
- 6:56the same box. Why?
- 6:59Because, despite the fact that both of
- 7:00these games 'titles have a hint of a
- 7:02scrotum, they are in radically different
- 7:04genres.
- 7:05If Rockstar decided to do soft-body
- 7:07physics in GTA, it would have to be
- 7:09applied not just to the player's car,
- 7:11but to dozens of parked ones and
- 7:13hundreds in traffic.
- 7:15And that's not even counting that
- 7:16besides this physics, the game must have
- 7:18crowds of pedestrians, scenery, dynamic
- 7:20objects, a huge open-world, plus
- 7:22synchronizing all this crap for every
- 7:24player in a multiplayer session
- 7:26separately.
- 7:27And while you were thinking and guessing
- 7:29, all hell broke loose. In turn, BeamNG
- 7:31can afford to let the car take up 90%of
- 7:34the CPU because the car, damn it, is the
- 7:37game itself,
- 7:38>> whereas in GTA, it's not. Okay. But what
- 7:41about NFS, The Crew, and Forza Horizon?
- 7:44Aren't those games also all about the
- 7:46cars? Well, yeah, but they don't give a
- 7:48damn about that. You see, the essence of
- 7:51Forza is maximum arcade.
- 7:54No offense to fans, but do you seriously
- 7:55think you can drift through hills in a
- 7:57Lamborghini that even an eight-year-old
- 7:59could figure out?
- 8:01>> It's important for them to maintain
- 8:03stable, simple physics with a high FPS,
- 8:05while simultaneously having
- 8:06photorealistic graphics and dozens of
- 8:08other cars in Tokyo traffic. Although,
- 8:09as far as I know, the sixth installment
- 8:11clearly has problems with that. After
- 8:13all, even at the Shibuya crossing, the
- 8:15traffic density doesn't exceed that of a
- 8:16remote village's outskirts. But that's
- 8:18beside the point. If in Forza the
- 8:20content is a linear race and a crash is
- 8:22just a temporary obstacle to that
- 8:24content, then in BeamNG, the crash
- 8:26itself is the content. If after hearing
- 8:28all this you think it’s obvious even to
- 8:31a fool and just a cliché, that’s not
- 8:33even remotely the case. Because if you
- 8:35look at the reviews for Forza, you can
- 8:37see a bunch of comments like that.
- 8:40There’s also this interesting and very
- 8:43popular myth that games don't add
- 8:45physics to cars just because of licenses
- 8:47. That’s partially true, but it’s far
- 8:50from the main reason.
- 8:53It’s no secret that games like NFS, The
- 8:55Crew, and Forza use real car brands,
- 8:57whose manufacturers aren't always
- 8:59thrilled about their cars being run over
- 9:01by tractors, posted on TikTok, and
- 9:03getting more reach than the companies'
- 9:06own ads.
- 9:08But, well, even if there were no
- 9:09licensed cars in Forza. People would
- 9:11just go to BeamNG, download a mod, and
- 9:13wreck them even harder than they ever
- 9:14could in Forza. For example, in Clutch—
- 9:16how the hell do you even read that?—the
- 9:19devs just casually blow up a licensed
- 9:21Porsche in the game's very first trailer
- 9:23.
- 9:24So, while copyright is a valid reason,
- 9:26the much bigger factor is the cost of
- 9:29destruction technology versus what it
- 9:31adds to a specific game, rather than
- 9:33some words from a BMW executive.
- 9:45This brings us to the situation around
- 9:47Wreckfest.
- 9:48The first and second parts of this game
- 9:50supposedly use the exact same soft-body
- 9:52physics as BeamNG for simulating
- 9:53destruction. Or do they?
- 9:56Back when the first part was announced,
- 9:58the devs really promoted their game as
- 10:00if they had a full-blown copy of
- 10:02soft-body physics.
- 10:03But at release, it turned out to be
- 10:05complete nonsense. It’s unclear whether
- 10:08the devs simply abandoned it during
- 10:10development, or were just lying, but
- 10:12most likely, completely different
- 10:14approaches were hidden under the same
- 10:16name. In any case, it doesn’t change the
- 10:18fact that Wreckfest uses a hybrid crutch
- 10:20. Instead of the familiar grid of beams
- 10:23and nodes, they deform the visual 3D
- 10:25mesh of the body itself, while a solid
- 10:27and invulnerable frame with the car's
- 10:28physics model remains hidden beneath it
- 10:30. An impact just shifts the vertices of
- 10:33the outer model piece at the point of
- 10:34contact. And that’s it. It’s something
- 10:37very similar to the destruction in GTA,
- 10:38but with a small mixture of real
- 10:40soft-body physics thrown in. Moreover,
- 10:42even if it were real soft-body physics,
- 10:44it would still be literally the only
- 10:47similarity to BeamNG. For the sake of
- 10:49clarity, let's do this. BeamNG is a
- 10:51total open-world sandbox. Wreckfest, on
- 10:54the other hand, is an arcade racer
- 10:56confined to specific tracks.
- 10:59It has a career mode, missions, and a
- 11:00clear goal of completing all those
- 11:02survival races.
- 11:03BeamNG has none of that. You entertain
- 11:06yourself.
- 11:06>> Or you can just watch my previous video
- 11:08on what to do in BeamNG.
- 11:09>> If in the first version the physics
- 11:11applies to the entire car without
- 11:13exception, even the wheels, suspension,
- 11:15and other technical components, then the
- 11:17competitor has a hybrid physics system,
- 11:19using a soft-body analog exclusively for
- 11:21the exterior body.
- 11:22In other words, the developers
- 11:24implemented this physics to create
- 11:26spectacle in demolition derbies, where,
- 11:28just like in the real-life counterpart,
- 11:30it's allowed or even encouraged to wreck
- 11:32your car against your opponents.
- 11:34Here, such a system, unlike in Forza, is
- 11:36appropriate. That is exactly why it was
- 11:39used. Well, only for the body.
- 11:41Surprisingly, BeamNG is not the only
- 11:43game with soft-body physics. Among
- 11:45driving sims, there is also MudRunner,
- 11:47along with its sequel SnowRunner.
- 11:50Although these games are known for their
- 11:52realism regarding the suspension, the
- 11:53physics isn't used there or even in the
- 11:55body.
- 11:56Try to guess where.
- 12:00It is. There was no right answer here.
- 12:03Actually, the soft-body analog is used
- 12:06for the snow and mud, so that it
- 12:08realistically deforms under your wheels
- 12:11. And that's it. I don't know if it's
- 12:13even worth comparing it to BeamNG.
- 12:15>> I don't think so.
- 12:17>> In the end, we returned to the start of
- 12:19the video, keeping in mind that a direct
- 12:21equivalent to BeamNG simply doesn't
- 12:23exist.
- 12:32With every year and every update, the
- 12:34BeamNG developers try to improve the
- 12:36already realistic destruction physics.
- 12:38But even if it were five times better
- 12:40than it is now, it would still likely
- 12:42not equal reality. So where did the
- 12:44developers decide to cheat?
- 12:47Back in 2014, when BeamNG was just at
- 12:49the dawn of its creation, a certain user
- 12:51asked a very interesting question on the
- 12:54official forum.
- 12:56How much does BeamNG actually correspond
- 12:58to reality? I am preparing for my
- 13:00engineering thesis defense. And it would
- 13:03be cool if I could use this game to find
- 13:05useful information for myself.
- 13:07>> This guy literally opened Pandora's box
- 13:09with this post.
- 13:11Some said the game completely copies
- 13:13real life, others that it's nothing like
- 13:15real life, and some even decided to
- 13:18wreck their own real car just like in
- 13:20BeamNG and compare it with photos.
- 13:23That's when the developers apparently
- 13:25realized how crazy the people playing
- 13:26their game really are. And
- 13:28>> shut the hell up.
- 13:30>> Okay, just kidding. Actually, Estama is
- 13:32almost the main BeamNG developer, just
- 13:34so you know. He decided to intervene by
- 13:37posting this huge message.
- 13:39Our game is physically plausible, but
- 13:41you should understand that this is not a
- 13:43certified engineering simulator.
- 13:45Our team denies the suitability of
- 13:47BeamNG for serious engineering
- 13:49calculations where money or human lives
- 13:52are at stake.
- 13:54He then answered questions regarding the
- 13:55update, wished the guy luck with his
- 13:57thesis defense, and closed the
- 13:58discussion.
- 14:00>> From this, we can conclude that there is
- 14:02no talk of comparing it to real life.
- 14:05Real cars have thousands of weld points
- 14:06and various materials that behave in
- 14:08very different ways.
- 14:11For instance, front and rear bumpers are
- 14:12mostly plastic, unlike the rest of the
- 14:14body which is, well, basically metal.
- 14:17This is done so the bumper can absorb
- 14:19minor damage and simply return to its
- 14:21original shape after impacts. BeamNG,
- 14:24however, doesn't account for any of this
- 14:25. It doesn't simulate every millimeter
- 14:27of metal or different types of materials
- 14:29. It's just about eight hundred beams
- 14:31connected to nodes, with a car body mesh
- 14:33laid over them. This is very noticeable
- 14:35during high-speed crashes. The car
- 14:37simply turns into a crumpled piece of
- 14:39paper. Yes, in reality, essentially the
- 14:42same thing happens, but here you can see
- 14:44these sharp angles.
- 14:46These, my friends, are beams and nodes
- 14:49that bent the wrong way and pulled the
- 14:51body mesh along with them. And the
- 14:53result is just a complete mess.
- 14:55The developers officially admit that the
- 14:57biggest problem with their simulation
- 14:58right now is tire physics.
- 15:00As the saying goes, they danced on the
- 15:02stairs, only to break their necks on
- 15:03level ground. You see, tires in BeamNG
- 15:06are a complete sham. The pressure inside
- 15:09them represents the tension force of the
- 15:10beams, not actual air pressure.
- 15:13That is, by adjusting tire pressure in
- 15:15the settings, you are actually just
- 15:17tightening the beams on the tire so they
- 15:19supposedly become firmer.
- 15:21This became such a big issue that in
- 15:242025, the BeamNG devs talked about their
- 15:26collaboration with Calspan, where they
- 15:28conducted massive amounts of tire tests
- 15:31on special rigs.
- 15:33You heard that right: these absolute
- 15:35chads, instead of just tweaking a few
- 15:37sliders by eye, literally went to
- 15:39Calspan to run real tires through
- 15:41laboratory tests.
- 15:47And even today, in 2026 at version 0.40
- 15:50, the tire issue is still not fully
- 15:52resolved.
- 15:54They are still far from the level the
- 15:55developers originally wanted to show us
- 15:57at launch.
- 15:58This is easy to see from their regular
- 16:00patch notes on the Steam website.
- 16:09One question still remains open. How on
- 16:12earth did a small indie studio come up
- 16:15with such brilliant physics? How did
- 16:17BeamNG even come to be? And it didn't
- 16:19just happen out of thin air, as many
- 16:21might think. In reality, the roots of
- 16:23BeamNG start with another game called
- 16:25Rigs of Rods.
- 16:28This is an old open-source vehicle
- 16:29simulator that was released back in 2005
- 16:32.
- 16:33That exact game is the direct ancestor
- 16:35of BeamNG.
- 16:37If you look at Rigs of Rods first, and
- 16:39then back at BeamNG, you'll likely see
- 16:41that the difference between them is
- 16:42incredibly negligible.
- 16:45And that's because, guess what, BeamNG
- 16:47and Rigs of Rods use the exact same
- 16:49soft-body physics with nodes and beams.
- 16:52Moreover, a fairly large team of modern
- 16:54BeamNG developers is actually made up of
- 16:55former Rigs of Rods devs, which various
- 16:57BeamNG developers have mentioned in
- 16:59their posts more than once.
- 17:02Theoretically, one could consider BeamNG
- 17:04to be Rigs of Rods 2, although in
- 17:05reality that’s not the case, since the
- 17:07studios are completely different and
- 17:09never officially collaborated.
- 17:12RoR rather became a kind of laboratory
- 17:14where future BeamNG developers gained
- 17:17years of experience with soft-body
- 17:19physics, saw its limitations, and
- 17:21decided to radically improve it.
- 17:24Thus, in 2011, the first concept of the
- 17:26"BeamNG we all know" appeared on paper.
- 17:31And 2 years later, in 2013, the devs
- 17:32released the first alpha version to the
- 17:34public, which looked something like this
- 17:36.
- 17:37Looks like some kind of
- 17:39>> shitty super biker
- 17:40>> 3D game from the Play Store.
- 17:42>> But in 2015, the game was released on
- 17:45Steam in the form we see it today.
- 17:48Yes, over these years, of course, both
- 17:50the physics and the graphics have
- 17:52changed about 50 times. But that is a
- 17:54story for an entirely different video.
- 17:56Well, that's all I have. Write in the
- 17:58comments what you learned that was new,
- 18:00or perhaps you have something to add. I
- 18:02will gladly read everything. A huge
- 18:05thank you for watching this video to the
- 18:07end. I worked my ass off on it. When you
- 18:10have time, check out my past videos as
- 18:11well. I'm sure you'll like them.
- 18:13Subscribe to my Telegram channel. That's
- 18:16where all the news about BeamNG, TLD,
- 18:18and, of course, my channel is.
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