

And earlier this year a small start-up company called BeamNG proved it. Surely it doesn’t have to be this way? No, it doesn’t. When’s the last time you played a racing game, or perhaps an action game with a driving component, and marvelled at the realism of the crashes? For every one that gets even mildly close there are handfuls more that suffice with the bare minimum of slightly crumpled panels and scuffed paintjobs.

Technical ceilings, licensing hurdles and other factors have long conspired to keep car damage relatively superficial a pre-canned layer beneath the surface, peeled back gradually whenever the game detects the player should be seeing a few token dents and scratches. In video games, however, things are different.

The effects of a real life high-speed collision on a car are catastrophic.
