@@lukaskucerik3751 yeah, I’m wondering what it’s like outside of the observable universe, though, some guy said it was a whoosh moment, but it definitely wasn’t
The tire explosion is actually intended behavior. It would also happen in real life on ultra high speed with stock tires, though probably reauires bigger speed than in game. You can watch some videos of this happening on RC cars, their tires are smaller so they need a lower speed to achieve this effect, and they have thinner and weaker rubber which is easier to break.
Hey AgentY, thanks for leaving a comment! I love your mods and appreciate your contributions to the BeamNG community. You are right, I believe Bugatti also had this problem with their Veyron where they were more limited by the tires exploding than by the engine. Speaking of speed this is something I left out in the video I now realize I should have included, it took about 600 mph for the tires to explode.
Pro tip: go deep enough underwater and you'll see the tire collapsing due to the outside pressure. This is realistic and intended even if it doesn't quite look right when it happens. The performance saving side of the physics model has its quirks.
This is not a bug in the game's physics engine, the engine simulates reality so well that we are seeing what would happen if we got that far from our planet
@@jayveez4884 that's just our solar system. there's a theory that states that you could actually reach the boundary of existence that the shockwave of reality from the big bang hasn't reached yet (a lot of this depends on whether the universe is flat or curved,) that one could literally interpret as the edge of the universe. there's theories that state that time itself is an emergent property of the way physics came into existence after the big bang, so there's literally no "time" past the edge of this boundary. it's possible the universe itself has farlands. btw I'm not a physicist or anything, I just read wikipedia for fun.
@@ThePower1037 Not related to the physics engine but the rendering engine, although floating origin does fix it since it bases everything around whatever the developer decides to attach it to.
yeah. I doubt the devs will though as no one is weird enough to venture out far enough for that to be a massive issue without their reasoning being to specifically see floating point errors
4:52 this has to be the best and simplest explanation of floating point precision problem I've ever seen. It just clicks and is simple and not overcomplicated like lots of other explanations. Kudos.
Admittedly it doesn't completely explain it (eg. The precision at 1.xxxxxx is more than 9.xxxxxx even though you don't have more digits pre-decimal) but it's good enough for a basic understanding/starting point.
I'd expect the simulation to crumble, but the car kept going in the farlands. It looks like the physics solver either uses double precision or some normalizing trickery to keep the solver locally stable. In all of this, the most impressive thing is the physics engine's resilience to all kinds of bad conditions, distance from origin, high speed and large forces, oscillation.
I've seen a couple other comments saying the same thing, but felt I had to point out, actually it looks as though just the rendering engine is using single precision units, and suffers from loss of precision at those insane distances. While the physics engine seemingly uses double precision. The simple indicator of this is that despite the camera's movements being extremely erratic, the vehicle is almost entirely unaffected, continuing to drive perfectly. Super impressive work by the devs, and in my opinion really interesting. To be able to completely separate the camera's behaviour from that of the vehicle would likely mean the Dev's would have needed to implement almost everything twice. Yes the camera's motion is not physics based, so all physical calculations would be only needed in double precision. But the underlying vector classes and other matrix/quaternion calculations would have been required both for implementation in single and double precision.
its funny how the extreme j-beam deformations are somewhat hidden because the visual model doesnt deform as much, making the visual model seem a lot more realistic compared to the model that actually has the physics applied to it
BeamNG vid hitting my recommended feed, and boy did I not expect a video like this. Absolutely shattered any expectations I had, and your quality:view count is at such an under-deserved level. I wish nothing but the best, and thanks for the several minutes of what good TH-cam is about!
Really nice video. Great explanations. Despite watching various videos about the Minecraft farlands, I don't think anyone's explained to me why floating point numbers cause the issues they do at high values. Your explanation makes a lot of things suddenly make more sense.
In the case of roblox, you basically see a twitching low poly shape, while everything breaks apart in beamng ( at Y 5 000 000 000 in Roblox, your avatar is just a single 2D triangle)
Have you ever seen it in GTA SA? THAT's freaking uncanny lol At one point the screen colour filters get completelly crazy and ends up looking like colored liquids all over the screen (with nothing else visible besides the radar) and eventually you get teleported to the N marker (your coords will either read -1 or 2147483648 on all axis)
This is a wonderfully detailed, narrated and edited video. Your narration and camera work is absolutely splendid and I hope you take great pride in the finished product. An absolute treat to watch, thank you.
Thank you as well, for making it worthwhile and possible to make more content like this! I truly do appreciate the thoughtful words you have to say about my video.
I used to see and explore a lot about the game engine beam model. Your explanation is insanely accurate and on par with what I've observed. As time went by they fixed the insane jbeam stretching especially the tires and the stretching beyond limits which I noticed by trying to deform some chassis. Literally the best deformation model to ever exist, I have no idea how it's so good, so simple on the outside and yet so performant. The only biggest problems are: - Sometimes the nodes disappear if you crash them too hard like on soft roofs and that may be a half assed implementation of tearing or it's completely unintentional. I've seen less of that with updates, but it's there. Even though it seems like tearing. the model nodes don't yet come apart, would love it if they did even though it's incredibly difficult to do that as you have to split the jbeam while maintaining a stable visual model AND good performance. - The collision beams skip, you may've seen that the car sometimes goes inside stuff. This is because the node circles are what holds the collision and not the actual beam. If beams had collisions the performance would've been much worse similarly to the physics solver in blender. If you haven't used soft body blender physics I highly recommend you try that and experiment with vertices (which is the collision in the beamng model) and edges (which is the beamng beams), you can also try faces which you'd know what a face is if you know computer mesh geometry and it really tanks the performance.
This is such a good video man!! As someone who owns the game but now doesn’t have a powerful enough computer to run it anymore, I love watching beamng videos
Thank you! I have Got something I've been working on for the past couple of days that I am sure you would love. I can't wait to get it out for you and everyone else to enjoy!
from what i think, the spikes are visual artifacts when extreme jbeam deformations are created. i think the torque3d engine prioritizes performance over precision, and unless you have a nasa computer you can precisely calculate only so much before it oofs
Love this. I know we would all love to see real tire wear in the game. For instance wheel spinning a tyre till it pops. I think you are the man who could explain what would be required to do that. And weather it would be possible or not. This simulator is limitless.
Excellent video. I've been playing BeamNG Drive since they released their first tech demo in like 2013 or so, and yet I'm always learning new things about it
Bio the Science Guy Bio the Science Guy Bio, Bio, Bio, Bio, Bio, Bio Bio the Science Guy yeah it just doesn't have the same ring to it for some reason 😆
this was an issue for assetto corsa for a LONG time. after about 8km from the origin it got pretty noticeable. it was widely accepted that it was just impossible to fix, short of rebuilding the whole game from scratch in a 64-bit engine. i dont remember the exact details of the mod, but from what i remember it does the calculation twice and that basically eliminates the issue. that being said, ive driven across the "roane county" map in beam and didnt really notice any shaking. and its like 18 miles across
Funnily enough, Roblox has the farlands also, with similar effects. The most common way to experience this glitch on Roblox is either being flung insanely high or falling for a long time with no kill-floor.
I remember playing Rigs Of Rods before BeamNG came out and you could crash a vehicle at a slow speed and see the mesh spike into infinity, the game wouldn't crash but it'd lag.
Roblox farlands are just like the beaming farlands, only difference is you can go further, and make builds and your character unrecognizable polygons. There's express games for that purpose, and sometimes your character will be permanently broken until you reset
It looks like spikes are what happens when panels and tires would have just straight up torn, but the game engine does not model tearing, so instead we just get ungodly spikes instead.
great educational video and incredible quality, although, i'd recommend breathing in from your nose, your mic shouldn't pick up your breathing that way
If these artifacts are related to floating point precision and resulting errors, I wonder if running on specialized hardware can extend the limits presented here. Perhaps these limits are simply hard coded into the engine, nullifying hardware capability.
Its an engine, and ultimately code and physical hardware limitation. Even if you put specialized hardware in, software will still be limited. "Unlimiting" BeamNG would require a complete rewrite of the engine in an "unlimited" code.
curious if playing in slow-motion at 1/100th speed and crashing at 400mph, will result in more accurate damage, then playing in Realtime and hitting wall at 400mph
I PLAYED THIS Game call train simulator and my train went i guess into under the map for first minute its normal after 30 minutes the game going crazy so ig in lots of games it has a far lands thing
3:04 damn! At Y value of 250M and on I didn't feel anything odd. Rather it started giving me so much Initial D anime vibes😅. Like literally because I am not trying to make any fun or anything.
I suspect this is because it's a result of the physics engine and tires exploding at high speeds was never a planned feature but just happens because how they built the game.
Actually, beamng drive is so realistic it perfectly represents what would happen if we leave the observable universe
What
@@angry_birds_OFFICAML r/whoooosh
@@Spaceman0025 I’m asking what lol, def not a whoosh moment
Actually...maybe you Are not So far from the thuth
@@lukaskucerik3751 yeah, I’m wondering what it’s like outside of the observable universe, though, some guy said it was a whoosh moment, but it definitely wasn’t
The tire explosion is actually intended behavior. It would also happen in real life on ultra high speed with stock tires, though probably reauires bigger speed than in game. You can watch some videos of this happening on RC cars, their tires are smaller so they need a lower speed to achieve this effect, and they have thinner and weaker rubber which is easier to break.
Hey AgentY, thanks for leaving a comment! I love your mods and appreciate your contributions to the BeamNG community. You are right, I believe Bugatti also had this problem with their Veyron where they were more limited by the tires exploding than by the engine. Speaking of speed this is something I left out in the video I now realize I should have included, it took about 600 mph for the tires to explode.
@@BioBoyo That it interesting, without mods I cannot get past 370 or so mph without the tires and wheels exploding catastrophically with any vehicle.
@@ATruckCampbell It could be tire dependent. In the video I used Super Sport tires and jato rockets.
Yo AgentY! I love your mods, they’re actually really well made.
@@BioBoyo Garage 54 built a suicide contraption that demonstrate this pretty well in real time, video handles: Evkk1WwnpXg?t=694 YUh3LzMkfhM?t=1082
Pro tip: go deep enough underwater and you'll see the tire collapsing due to the outside pressure. This is realistic and intended even if it doesn't quite look right when it happens. The performance saving side of the physics model has its quirks.
This is not a bug in the game's physics engine, the engine simulates reality so well that we are seeing what would happen if we got that far from our planet
so do you mean Voyager 1 and 2 is in the farlands now?
the crazy thing is that its possible
@@jayveez4884 that's just our solar system. there's a theory that states that you could actually reach the boundary of existence that the shockwave of reality from the big bang hasn't reached yet (a lot of this depends on whether the universe is flat or curved,) that one could literally interpret as the edge of the universe. there's theories that state that time itself is an emergent property of the way physics came into existence after the big bang, so there's literally no "time" past the edge of this boundary. it's possible the universe itself has farlands. btw I'm not a physicist or anything, I just read wikipedia for fun.
Every game is still a game, no matter how realistic it is. Every game with position values or something definitely have farlands.
This is literally the best BeamNG video I've ever seen, in 10 years. Amazing work!
You're hella over exaggerating it's not THAT good
you're missing "what is beamng"
The farlands glitching could be fixed by implementing floating origin like in Kerbal Space Program, probably difficult to do though.
extremely difficult and impractical if you ask me.
assetto does it too, with a mod (csp). it works fine for the most part and fixes a lot of problems
Yep, this issue also exists in Roblox, and almost all physics engines.
@@ThePower1037 Not related to the physics engine but the rendering engine, although floating origin does fix it since it bases everything around whatever the developer decides to attach it to.
yeah. I doubt the devs will though as no one is weird enough to venture out far enough for that to be a massive issue without their reasoning being to specifically see floating point errors
4:52 this has to be the best and simplest explanation of floating point precision problem I've ever seen. It just clicks and is simple and not overcomplicated like lots of other explanations. Kudos.
Admittedly it doesn't completely explain it (eg. The precision at 1.xxxxxx is more than 9.xxxxxx even though you don't have more digits pre-decimal) but it's good enough for a basic understanding/starting point.
I'd expect the simulation to crumble, but the car kept going in the farlands. It looks like the physics solver either uses double precision or some normalizing trickery to keep the solver locally stable.
In all of this, the most impressive thing is the physics engine's resilience to all kinds of bad conditions, distance from origin, high speed and large forces, oscillation.
with recent mirror updates the poor engine is being pushed to its limits
No joke I learned more here than I did in my first year of college
you have a really good thing starting up here please continue pushing boundaries on games
I've seen a couple other comments saying the same thing, but felt I had to point out, actually it looks as though just the rendering engine is using single precision units, and suffers from loss of precision at those insane distances. While the physics engine seemingly uses double precision. The simple indicator of this is that despite the camera's movements being extremely erratic, the vehicle is almost entirely unaffected, continuing to drive perfectly.
Super impressive work by the devs, and in my opinion really interesting. To be able to completely separate the camera's behaviour from that of the vehicle would likely mean the Dev's would have needed to implement almost everything twice. Yes the camera's motion is not physics based, so all physical calculations would be only needed in double precision. But the underlying vector classes and other matrix/quaternion calculations would have been required both for implementation in single and double precision.
I don’t know why but the thought of slowly seeing the effects of reaching the limits of a video game is eerie and unnerving
its funny how the extreme j-beam deformations are somewhat hidden because the visual model doesnt deform as much, making the visual model seem a lot more realistic compared to the model that actually has the physics applied to it
BeamNG vid hitting my recommended feed, and boy did I not expect a video like this. Absolutely shattered any expectations I had, and your quality:view count is at such an under-deserved level. I wish nothing but the best, and thanks for the several minutes of what good TH-cam is about!
beamng: has far lands
minecraft: first time, kiddo?
lol
Really nice video. Great explanations. Despite watching various videos about the Minecraft farlands, I don't think anyone's explained to me why floating point numbers cause the issues they do at high values. Your explanation makes a lot of things suddenly make more sense.
This is still more terrifying in Roblox because of how distorted and uncanny it gets.
In the case of roblox, you basically see a twitching low poly shape, while everything breaks apart in beamng ( at Y 5 000 000 000 in Roblox, your avatar is just a single 2D triangle)
Have you ever seen it in GTA SA? THAT's freaking uncanny lol At one point the screen colour filters get completelly crazy and ends up looking like colored liquids all over the screen (with nothing else visible besides the radar) and eventually you get teleported to the N marker (your coords will either read -1 or 2147483648 on all axis)
This is a wonderfully detailed, narrated and edited video. Your narration and camera work is absolutely splendid and I hope you take great pride in the finished product. An absolute treat to watch, thank you.
Thank you as well, for making it worthwhile and possible to make more content like this! I truly do appreciate the thoughtful words you have to say about my video.
The editing and camera pathing on the tire stretching part was amazing.
my guy described centripetal force and inertia so perfectly! props to you man
It gave me a headache trying to understand it properly while writing the script lol, thanks!
Every open world game will have some sort of “far lands” because a 64 bit number can only be so big, and beyond that the game just breaks down
I used to see and explore a lot about the game engine beam model. Your explanation is insanely accurate and on par with what I've observed. As time went by they fixed the insane jbeam stretching especially the tires and the stretching beyond limits which I noticed by trying to deform some chassis. Literally the best deformation model to ever exist, I have no idea how it's so good, so simple on the outside and yet so performant.
The only biggest problems are:
- Sometimes the nodes disappear if you crash them too hard like on soft roofs and that may be a half assed implementation of tearing or it's completely unintentional. I've seen less of that with updates, but it's there. Even though it seems like tearing. the model nodes don't yet come apart, would love it if they did even though it's incredibly difficult to do that as you have to split the jbeam while maintaining a stable visual model AND good performance.
- The collision beams skip, you may've seen that the car sometimes goes inside stuff. This is because the node circles are what holds the collision and not the actual beam. If beams had collisions the performance would've been much worse similarly to the physics solver in blender. If you haven't used soft body blender physics I highly recommend you try that and experiment with vertices (which is the collision in the beamng model) and edges (which is the beamng beams), you can also try faces which you'd know what a face is if you know computer mesh geometry and it really tanks the performance.
Man, that was one hell of a video! Keep the quality content going
this video may actually be one of the best i have ever seen on the technical side of beamng
This is such a good video man!! As someone who owns the game but now doesn’t have a powerful enough computer to run it anymore, I love watching beamng videos
Aww man, hope you get a good computer again.
Really good video. Always wanted to understand the engine & why those spikes come about. Would love to get more BeamNG breakdown content
Thank you! I have Got something I've been working on for the past couple of days that I am sure you would love. I can't wait to get it out for you and everyone else to enjoy!
@@BioBoyo I'm eagerly waiting, will be the first to watch. Notifications turned on. 😎
from what i think, the spikes are visual artifacts when extreme jbeam deformations are created. i think the torque3d engine prioritizes performance over precision, and unless you have a nasa computer you can precisely calculate only so much before it oofs
Love this. I know we would all love to see real tire wear in the game. For instance wheel spinning a tyre till it pops. I think you are the man who could explain what would be required to do that. And weather it would be possible or not. This simulator is limitless.
Excellent video. I've been playing BeamNG Drive since they released their first tech demo in like 2013 or so, and yet I'm always learning new things about it
Your editing it super good! I loved how you showed the physics model especially, and the exploding tire section, awesome stuff!!
damn, that is amazing cinematography for beam, and for anything, really!
I never really knew about the farlands phenomena, thanks for sharing
This answered so many questions I've had for YEARS
Great work! Keep on making these types of videos.
3:07 damn son this is trippy, I think that one day a good meme editor will make good use of it
How do you only have 600 subs? Rather watch this then many other BeamNG creators that have way more subs. Definitely subbing
The video quality is stunning and the content very interesting, especially considering your a rather small youtuber. Well deserved sub + bell + like!
Fantastic video and explanation. Keep up the good work!
Great video! I'm really keen on Beam so this video was such a pleasure to watch haha. Great work man :D
wow, you are really talented with your work, AMAZING, you deserve a sub
your channel is so underrated dude, hope you get more subs soon.
Neat! I love stuff about the far lands in different games.
It truly is a fun concept to learn and talk about, I'm glad you enjoyed the video.
Ive never seen so much information is a 10 minute format.
Holy shit, this video is amazing! Keep this quality up and you will hit it big.
your going places only 500 subs and a video like this crazy bruh
Fuckin incredible video man! Really hope your channel blows up from this stellar content
Great explanation. I hope that the algorithm will pick up the video
This is exactly the same for Rigs of Rods.
wow! great job, now i dont have to do this myself. keep going!
i never knew i wanted this, but now i want more
9:54 almost looks like some abstract art piece, neat.
Incredible video, love seeing how stuffs done and why. Bravo
bros so smart he bouta transform into bill nye the science guy 💀
Bio the Science Guy
Bio the Science Guy
Bio, Bio, Bio, Bio, Bio, Bio
Bio the Science Guy
yeah it just doesn't have the same ring to it for some reason 😆
Incredible video! How did you enable the jbeam view?
Esc > Vehicle Config > Debug > Collision Triangle Debug > Mesh Visibility 0%
Ctrl + J also does it quickly and easily. If that doesn't work try shift + J
this was an issue for assetto corsa for a LONG time. after about 8km from the origin it got pretty noticeable. it was widely accepted that it was just impossible to fix, short of rebuilding the whole game from scratch in a 64-bit engine. i dont remember the exact details of the mod, but from what i remember it does the calculation twice and that basically eliminates the issue. that being said, ive driven across the "roane county" map in beam and didnt really notice any shaking. and its like 18 miles across
Funnily enough, Roblox has the farlands also, with similar effects. The most common way to experience this glitch on Roblox is either being flung insanely high or falling for a long time with no kill-floor.
I remember playing Rigs Of Rods before BeamNG came out and you could crash a vehicle at a slow speed and see the mesh spike into infinity, the game wouldn't crash but it'd lag.
Why beamng is my number 1 favorite game if all time literally
Edit: Also my dream game
Get this video to 100k views! This is awesome!
Really good video
boi o boi that was good 😂
Roblox farlands are just like the beaming farlands, only difference is you can go further, and make builds and your character unrecognizable polygons. There's express games for that purpose, and sometimes your character will be permanently broken until you reset
This was an amazing video!!!!
You should use in-game slow mo to show high speed crashes better
You are right!!
And then that moment you capture the textures exponentially growing in 1000x slo-mo before the code resets the vehicle
bro narrated this like he's documenting an irl phenomenon
Explains why Star Citizen has a 64bit coordinates system, to avoid that, BeamNG does not need this, but yeah, it's cool to see the limits
is the map during the "farlands" bit the default infinite flat grid map? or a modded version?
Loved this video! Seemed legit! Lots of info.
Underrated vid and youtuber
Awesome!!!!! I did that in 0.13 and it ended and I fallen into the ground (superflat)
but there was a floor after that, and my car smashed. After that I dint go further
keep making more, i love it :D
What is the Y value measured in distance wise?
whats the unit of distance? meters i assume? so at 10km it starts to get a little shaky?
what was the music used in the first minute of the video? its not in the description below.
It's in Gabesters SoundCloud in the desc. I don't remember which song exactly I used at the beginning.
@@BioBoyo found it, thank you. the song is called (Shredder) for anyone looking for it in the future.
Ah yes, the deep space Kraken knows many names.
The beamng creepypasta
It looks like spikes are what happens when panels and tires would have just straight up torn, but the game engine does not model tearing, so instead we just get ungodly spikes instead.
beamng needs to do what KSP had to do and then add a chunk loading system and its world wouldn't have to be so limited
you can pretty much say that this is what entering 4th dimension looks like
great educational video and incredible quality, although, i'd recommend breathing in from your nose, your mic shouldn't pick up your breathing that way
Good stuff, thanks!
THAT CAMERA WORK !?!?
what a well made video!
I made a video like this on my channel before. On Utah and grid map
If these artifacts are related to floating point precision and resulting errors, I wonder if running on specialized hardware can extend the limits presented here. Perhaps these limits are simply hard coded into the engine, nullifying hardware capability.
It won't matter because the engine is built for a set amount of bits anyway
It has nothing to do with hardware
Its an engine, and ultimately code and physical hardware limitation. Even if you put specialized hardware in, software will still be limited. "Unlimiting" BeamNG would require a complete rewrite of the engine in an "unlimited" code.
curious if playing in slow-motion at 1/100th speed and crashing at 400mph, will result in more accurate damage, then playing in Realtime and hitting wall at 400mph
Does anyone know what the unit for the y coordinate is?
meters
0:03 song name ???
Shredder - Gabester
That also happened in subnautica
That is nice to know! I love Subnautica, and I honestly can't wait to see what the devs have in store for the next installment.
I PLAYED THIS Game call train simulator and my train went i guess into under the map for first minute its normal after 30 minutes the game going crazy so ig in lots of games it has a far lands thing
The music reminds me of another really good game, Portal.
Could it be that the word "Orgin" point is supposed to say "Origin" point?
Yeah editing software not having spell check is my kryptonite lol.
@@BioBoyo Understandable. I tried looking it up xD
my eyes are being blessed
Your pfp matches your comment perfectly. 😆
damn nice videos thanks
The tire explosion is definitely on purpose because normal tires simply cant withstand that much speed.
3:04 damn! At Y value of 250M and on I didn't feel anything odd. Rather it started giving me so much Initial D anime vibes😅. Like literally because I am not trying to make any fun or anything.
why do tires explode at exactly 700 km/h even with different wheels
I suspect this is because it's a result of the physics engine and tires exploding at high speeds was never a planned feature but just happens because how they built the game.
just wondering, those floating points could just be made bigger, right?
A good demonstration of why picking this engine for Star Citizen was a terrible decision.
bigger modded maps on assetto corsa would have the same effect just not as aggressive
That’s so similar to minecraft the way it glitches like that