Soft-Body Deformation
Soft-body deformation simulates a structure as a flexible network of connected nodes, so an object bends, crumples and tears according to force rather than switching to a pre-made damaged model.
Objects are built from nodes and beams. Each node carries mass and position, each beam carries stiffness and a breaking threshold, and the solver resolves forces between them many times per second, so a collision propagates through the structure as deformation instead of a swapped mesh. Damage is continuous and cumulative: a bent chassis stays bent, wheels misalign, and handling degrades in ways nobody authored in advance.
BeamNG GmbH released BeamNG.drive into early access in 2013 with soft-body simulation as the entire product, descending from the ragdoll work of the late 1990s but applied to vehicles rather than corpses. Timing came down to processing budget, since solving thousands of constrained nodes in real time only became feasible on ordinary multi-core desktop hardware, and even then the simulation costs far more than the graphics around it.
Fidelity here buys spectacle and study rather than gameplay, which is why the technique has stayed specialised. Crash behaviour that follows from physics is compelling to watch and genuinely useful to engineering-minded players, but it complicates everything a conventional game wants: predictable difficulty, repeatable encounters, network synchronisation and a performance budget shared with other systems. Racing games mostly still swap damage models instead.
Lineage — traced back to a root
Every mechanic in this dataset resolves to an ancestral chain. This one is 3 steps deep, beginning with Object Collision As Verb in 1962.
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Also called: soft body physics, deformation model