UNBELIEVABLE Grand Theft Auto 5 physics engine

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Discussion Overview

The discussion revolves around the physics engine and vehicle damage mechanics showcased in a demo video purportedly related to the upcoming video game Grand Theft Auto 5. Participants explore the implications of advanced physics simulations in gaming, particularly in racing and open-world environments.

Discussion Character

  • Exploratory
  • Debate/contested
  • Technical explanation

Main Points Raised

  • Some participants express skepticism about the authenticity of the demo, suggesting it may not be related to GTA 5.
  • Others clarify that the demo originates from BeamNG, a company known for physics simulations, and speculate on its potential inclusion in future games.
  • A participant raises a hypothetical question about the feasibility of integrating such a physics engine into games like Grand Theft Auto 5 and GRID.
  • Concerns are mentioned regarding the resource demands of advanced physics and AI in gaming, with some suggesting that next-generation consoles may alleviate these issues.
  • Participants discuss the current leading physics engines in racing games, citing specific titles and their associated technologies.
  • One participant expresses interest in the application of soft body physics in off-road racing games and mentions the potential of new technologies like the Oculus Rift for enhancing gaming experiences.
  • There is a general desire among participants for more realistic vehicle damage mechanics in games.

Areas of Agreement / Disagreement

Participants do not reach a consensus on the authenticity of the demo or its relation to GTA 5, with multiple competing views presented regarding the source and implications of the physics engine.

Contextual Notes

The discussion includes assumptions about the capabilities of next-generation consoles and the proprietary nature of the physics engine technology, which may limit its application in existing games.

Who May Find This Useful

Readers interested in video game development, physics simulations in gaming, and advancements in gaming technology may find this discussion relevant.

Kutt
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Allegedly, this video is a test demo of the physics and vehicle damage engine that will be included in the upcoming video game Grand Theft Auto 5.

I'm not sure if this a hoax or if it's the real deal. If it's true then we will finally have some breathtakingly realistic crashes. Although processing all of those extremely complex damage models in real-time will be torture on the CPU and system memory. This is something Nvidia PhysX might be good for.

http://www.youtube.com/watch?v=F8QT7R0N5bs&feature=related
 
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It's not. I remember seeing this video a couple years ago - so unless this was a super early demo, this isn't GTA.
 
It's a demo released by a small company (BeamNG) that creates physics simulations - with the idea that their simulations could be included in a video game if a game maker paid them.
 
BobG said:
It's a demo released by a small company (BeamNG) that creates physics simulations - with the idea that their simulations could be included in a video game if a game maker paid them.

Hypothetically, would it be possible for this physics engine to be included in games like Grand Theft Auto 5 and the next "GRID" game?

If this demo was made using the CryEngine 3, then I'm assuming that this physics/damage engine could actively be included in-game for Crysis 2 and 3 via a downloadable mod.
 
Serious physics and AI have both been the redheaded stepchildren of the industry for a long time. They're resource hogs that seldom help to sell games. However, the next generation consoles will enable a lot more physics and AI to be done cheaply so we should see things we've never seen before being tried for the first time and other things that have been done already being done more often.

The fact this demo was made on the Cryengine 3 doesn't mean much. The physics engine itself is proprietary technology and any company wanting to use the program has to pay for each and every game it's applied to. Even if they can add it as a simple download for already existing games it's debatable they ever will.
 
As far as racing game physics go, what is considered to be the current best consumer physics engines for PC based games are the ones use in iRacing (based on the same engine formerly used in Nascar Racing Season 2003 - Papyrus and Grand Prix Legends - Papyrus), and the ISI (Image Space Incorporated), used in rFactor (some of the add-on cars are considered very good), and the GTR series (and dating back to EA's early F1 games, the last being F1 Challenge 1999-2002). There's an rFactor 2 in the works but no release date.

At the high end, there are vehicle dynamics physics engines like rFactor pro, and other proprietary physics engines used by auto makers and racing teams.
 
I'm waiting to see what they can do with arcade style off-road truck racing myself. Soft body physics are nice, but I want to see rocks and mud spinning under my tires and Havok has been working on those kinds of things.

The new Oculus Rift 3D VR headset with 110 degree field of view promises to bring a whole new dimension to the genre and it's inventor likes to play around with galvanic vestibular stimulation. That's where they use small voltages to stimulate the nerves in your inner ear and simulate motion. From what I've heard it's not that effective for simulating a lot of outrageous motions like flying a fighter jet, but would be particularly good for racing games. With a rumble seat attachment to your chair it could be a cheap way to do what currently requires expensive simulators.
 
It would be nice to see a super-realistic vehicle damage engine in a game like GTA or some racing game.
 

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