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๐งต Machine Digging Physics
Anonymous at Mon, 3 Jan 2022 17:05:29 UTC No. 873667
Is there a game engine out there that could simulate digging like this? https://youtu.be/VWFgw-Qd3hc
I feel like it should be possible if games like Mud Runner and Microsoft Flight Simulator exist but I have very little experience when it comes to these things
Anonymous at Mon, 3 Jan 2022 18:51:23 UTC No. 873677
>>873667
>Is there a game engine out there that could simulate digging like this?
no
you could make a game that looks a lot like your vid, but forget simulating digging dirt.
Anonymous at Mon, 3 Jan 2022 19:10:45 UTC No. 873681
>>873667
the only way to simulate it is to make it blocks or hexagons to be dig up, then hexagons could be split into tris because thats what they are.. everything is tris.. as long as tris exist there will never be an accurate way to solve this problem... the other way is if u make the ground goo or mud, but game physics are shit.. it didnt evolve for almost 10 years.
Anonymous at Mon, 3 Jan 2022 19:15:25 UTC No. 873683
>>873667
Nvidias physics demos in recent years showcase tech that can be used for that kind of thing, but it's not in any game I'm aware of.
Anonymous at Mon, 3 Jan 2022 20:56:23 UTC No. 873699
>>873667
Teardown? Not sure if anyone modded a quarry or anything but there is already an excavator.
https://www.youtube.com/watch?v=Q6J
I hear you need a beast of a PC to run it though.
Anonymous at Mon, 3 Jan 2022 21:09:21 UTC No. 873700
>>873667
Of course.
It's all a question of how accurately you want it simulated, how large you want the simulated environment to be, and how realistic you want it all to look.
Anonymous at Mon, 3 Jan 2022 22:58:00 UTC No. 873710
>>873667
https://youtu.be/jCuizWLDGjE
Anonymous at Mon, 3 Jan 2022 23:44:21 UTC No. 873715
>>873667
can we turn this into a simulation general? I'm pretty interest in this. It looks like it pushes the plane into the ground when it digs, then it applies a particle effect, and increases the height of a plane
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Anonymous at Tue, 4 Jan 2022 01:16:21 UTC No. 873729
>>873715
Are you talking to last reply ?
I'm pretty ball deep into Unigine
Anonymous at Tue, 4 Jan 2022 08:44:33 UTC No. 873766
>>873667
Pretty much any engine can do this, as long as you can write all the simulation code yourself. This is what game engines are about, they provide only essentials, you have to extend them to your need and add game mechanics yourself.
This guy https://youtu.be/rBr-0bHQfxc is making game with non-Euclidean geometry on Unity, so nothing is impossible.
In your particular case, digging is pretty simple, it's not much different than this https://youtu.be/ThlqTMBzyjI
Everything can be implemented with one single shader in Unity. Use depth camera with culling mask of layer of excavator bucket only, which renders to Custom Render Texture with shader that saves maximum depth from each frame, so bucket will draw path on it. Use that render texture as a displacement texture on ground mesh, and add a ground texture with tri-planar projection to simulate ground layers. And you're done.
To make it into an actual game, however, you'll need to implement less trivial stuff, like collisions, simulating ground density and resistance to the excavator bucket, rockfalls, particles, etc. depending on the amount of realism you want, which might be a rabbit hole.
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Aliasing effect at Tue, 4 Jan 2022 09:26:44 UTC No. 873769
>>873667
damn this shit kinda satisfying to watch
Anonymous at Tue, 4 Jan 2022 18:08:55 UTC No. 873836
>>873677
>>873681
Why is it possible for something like Microsoft Flight Simulator to generate thousands of textured 3D objects on a huge scale, while also simulating flight, but having a parked excavator dig into the ground is impossible? It just feels like the potential is totally there but no one is trying
>>873699
That's almost there but the way the crumbling objects act is still too "game-y" for what I'm thinking
>>873700
>how accurately you want it simulated, how large you want the simulated environment to be, and how realistic you want it all to look
Ideally it would look as close to real digging as possible, as in something on par with how X Plane or MSFS 2020 simulate flight dynamics but with digging. I envision "levels" where you have a relatively large (football field?) sized plot of raw land you can essentially free-dig and you can choose different machines to dig with. The realism of >>873710 is basically what I envisioned, as far as the backhoe looks and the quality of the surrounding environment
>>873766
Your description of how to do it sounds like this to me, unfortunately https://www.youtube.com/watch?v=Ac7
But it sounds like it could be possible. Anyone with actual skill want to try it?
>>873769
Right?? I just think it would be such a comfy simulator "game", you could dig forever
Anonymous at Tue, 4 Jan 2022 20:48:49 UTC No. 873883
>>873836
>Why is it possible for something like Microsoft Flight Simulator to generate thousands of textured 3D objects on a huge scale, while also simulating flight
The don't simulate aerodynamics. What you call simulating flight is a ground plane collider when hit too fast gives a game over and one vector for your vehicles direction one wind vector and one down vector. MS flight sim calculates about as much physics as a 3d shooter.
truly simulating digging dirt means you have to simulate all the forces involved, the stickiness due to moister, the electrostatic forces, the the fluid dynamics of a heterogeneous substance.
Most modern day simulations of fluids are done with a hand full of particles substituting for the liquids flow.
There is a reason wind tunnels are still in use even simulating homogeneous substances like air accurately is pretty much impossible for a computer.
Making something that looks like a digger digging dirt and acts similar is probably possible, but simulating it might never be possible.
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Anonymous at Tue, 4 Jan 2022 20:52:58 UTC No. 873885
Isn't this the perfect use case for voxels?
I think SpinTires uses it to simulate mud and how it sticks to the trucks, tires and how mud gets displaced and deformed by the vehicles.
Anonymous at Tue, 4 Jan 2022 22:30:22 UTC No. 873907
>>873885
Yes exactly, that's a great example. To me it seems like it should be easier to simulate loose dirt/rocks than simulating mud since there should be larger particles meaning there are less particles
Anonymous at Thu, 6 Jan 2022 14:13:43 UTC No. 874197
Anyone else? Or is this currently just an impossible idea without incredible computing power?
Anonymous at Thu, 6 Jan 2022 14:31:33 UTC No. 874198
tera4.0, being developed by Godsoftware
Anonymous at Thu, 6 Jan 2022 14:39:29 UTC No. 874199
https://www.youtube.com/watch?v=TCc
Anonymous at Thu, 6 Jan 2022 16:15:47 UTC No. 874214
>>874197
As explained above, it's nothing particularly complicated. Tech demo can be done in half a day. Working product, however, as usual, can take years to develop. Git gud in gamedev or find a freelancer to make it for you, provided you have enough funds. Nobody is going to lift a finger out of enthusiasm based on a single game mechanic.