beamng.com/
This company is making some really cool physics stuff regarding cars and realism with crashes and environment interaction.
youtube.com/watch?v=9JPDtDfxf6w&feature=plcp
Something like this being able to be applied in a game like automation would be, quite simply, amazing (especially considering safety is a big concern with automotive production, but of course, would only extend release dates.)
while it looks great, don’t forget that this project is managed by a 2 man team
i would love to help implement this if i would know how to write codes
And would it be impossible to contact BeamNG and study to implement it to Automation?
Maybe in a later stage (so as not to delay too much launching of the final game) but I think that, if the engine is working well and is not too dificult to implement, it would be an impressive add-on to the game (real time calculated crash tests done under our parameters… WOW!)
[quote=“calicoe”]And would it be impossible to contact BeamNG and study to implement it to Automation?
Maybe in a later stage (so as not to delay too much launching of the final game) but I think that, if the engine is working well and is not too dificult to implement, it would be an impressive add-on to the game (real time calculated crash tests done under our parameters… WOW!)[/quote]
you are right but maybe instead of a add on they remain separate and work on a converter for in between the games but this would take a long long long time and probably not be applicable
We did have a chat to the BeamNG cars, but we’d need to do a lot more complicated car models to get them to export nicely.
You can use Matlab/Simulink to simulate physics but not like what you were thinking, you can simulate theoretical top speed with taking into account wind resistance, 0-100 km/h acceleration, tire resistance, aerodynamic coefficient, gear changes, but it would need to much work programing to simulate perfect gear changes, perfect gear ratios, throttle input and so on.
Don’t even need Matlab for that.