Development Sneak Peek #4

Some of you were asking for a new Dev Sneak Peek, and it’s finally here πŸ˜‰

We have all been quite busy since the last post in the series, here’s a brief summary of what you have seen:

  • 1 major release, featuring West Coast USA, a new in-game mod repository, new drivetrain torque reaction physics and lots more
  • 5 minor releases, with various improvements and numerous bugfixes
  • A time-limited special Winter event mod with a corresponding Steam achievement to unlock

While all of that happened, we’ve been continuing to work on the next major release, and regularly posting updates in the developer subforum. Some of these updates mention features that are already available for you to play with, so those might not be new to you, but we thought you’d like to see what’s under the hood anyway.

Remember that this post contains just a sample of what the BeamNG team has been working on. Most of it is taken straight from our Developer Section, so if you want to find out about these tidbits before anyone else, you may want to subscribe to that subforum.


What you see here will NOT necessarily reach the next update or the final version
If it does, it is NOT representative of what it may look like
More work happens behind the curtains – this is only a random selection!
LJFHutch, Oct 25, 2017:

Here’s some signs:

A few more:

thomatoes50, Oct 30, 2017:

Hot-loading for Mesh is fixed too

stenyak, Oct 30, 2017:

Currently working on small improvements for the spawn algorithm of External camera. Here’s some debug visualizations of two of its worst enemies:

One of them is curved tunnels:

The other is… fast tunnels:

Red lines are the reasons why specific spawn configurations were discarded.
Blue lines are those discarded spawn configurations: each blue line represents the predicted camera path during its panning movement. If the camera was static, it would be just a point, rather than a line.
The black line represents the chosen spawn point. Green sphere is the original position, white is its current position, red will be the final position, if everything goes according to the basic predictions we performed at the beginning of the take.

tdev, Nov 14, 2017:

Sneak peak, work in progress πŸ™‚

stenyak, Nov 16, 2017:

This is a statistical profiler, and is one of the tools a developer can use to optimize software:

It sneakily gathers stats about what the program is internally doing at intervals, for a period of time. If this profiler thingie caught doing the same thing (in the same function of code) 90% of the times it has taken a look, then it would mean we are probably spending 90% of the time there.

More samples means more reliable stats. In this case, the profiler has taken 62.000 samples while I was recording a replay of an ETK K-series doing burnouts and donuts.

Once you know what the cpu time is used for, you have a better idea of where it might be worth to spend your time optimizing. As you analyze and rework the chosen code, you run the profiler again to verify the results are indeed what you expect (they not always are).

In this case, the changes resulted in roughly a 0.6% increase in framerate for that specific replay recording scenario in my computer.

tdev, Dec 1, 2017:

So, in the first days of the repository our CDN provider Akamai really helped us push the load – so everyone can have fast ingame downloads πŸ™‚

The peak bandwidth at one point was 1939 MBit/s πŸ™‚

Since its release, we had 387 thousand downloads with it πŸ™‚

LJFHutch, Dec 4, 2017:

Hilltop villa:

Diamondback, Jan 16, 2018:

The last days we have been working on implementing an expression based system for variables in jbeam.

To recap, that’s how variables in jbeam are currently used:
Define the variable(s):

[“$wastegateStart”, “range”, “psi”, “Turbocharger”, 8, 6, 36, “Wastegate Start”, “Pressure at which the wastegate begins to open”][“$wastegateLimit”, “range”, “psi”, “Turbocharger”, 10, 8, 38, “Wastegate Limit”, “Pressure at which the wastegate is fully opened”],
And then use it to adjust whatever you need to adjust:
Now that system has enabled us to offer lots of tuning options, from tire to pressure, over turbo and engine settings to things like spring rates.
However, all the time the system was quite limited, you could just assign a single variable to a single data point.

With the expression based extension of this, we aim to allow for simpler, yet more powerful tuning options.
The goal is to essentially allow the creator to use math inside these variables to allow for finer control and easier tuning.

Let’s take a look at the example from above simplified with expressions:


[“$wastegateStart”, “range”, “psi”, “Turbocharger”, 8, 6, 36, “Wastegate Start”, “Pressure at which the wastegate begins to open”]
“wastegateLimit”:”$=$wastegateStart + 2″
As you can see, you can now avoid having two different variables and just use a fixed offset.
One could also allow to tune the start value + the offset and use it like so:
“wastegateLimit”:”$=$wastegateStart + $wastegateRange”
We also plan to allow the use of certain math related functions like:

  • min
  • max
  • abs
  • sin
  • cos
  • tan
  • sign
  • round
  • square
  • etc

We haven’t finished working on this yet, so details may or may not change/disappear/appear. But in any case, this is a much needed extension of the jbeam variable system, made to allow for much greater customization while keeping stuff more simple to use. πŸ™‚

Diamondback, Jan 19, 2018:

Just a tiny cryptic teaser πŸ™‚
As always, no promises on if and how that actually makes it into a final release but we are experimenting with something like this.

Nadeox1, Jan 29, 2018:

Improved ‘Caustics’ being displayed at any depth at full strength.
Now fades out the deeper you go.

We also disabled the underwater bobbing/distortion effect, as it was kind of nauseating.

LJFHutch, Jan 30, 2018:

I implemented longer grass for the more wild areas

LuisAntonRebollo, Feb 2, 2018:

Working on lots of invisible changes on the render code, but i have on my ToDo some little things too…

Added a new material option for invert backface normals for simplify geometry of some opaque objects.

stenyak, Feb 2, 2018:

A future update will include small improvements in the handling of audio devices.

The first change will be the ability to just use whatever the selected Windows audio device is. It’s checked each time you start, and remembered for the rest of the session:

You can of course still force the use of an specific audio device, if you want to always go through one specific output (if you want to actively ignore your Windows configuration).

The second change is the ability to remember previously plugged devices:

For example, if you had decided to use a USB headset for the game, and have now unplugged it, will temporarily use the Windows default as fallback. But it will remember your old choice and use it again next time you run the game with that USB headset plugged in.

tdev, Feb 5, 2018:

Repo is back on – 2.9 GBit/s max peak, 17.5 M hits and 26.8 TB mods delivered in two days.

LJFHutch, Feb 13, 2018:

Improved the grass throughout the entire island.

Diamondback, Feb 14, 2018:

Giving the torque/power related apps a bit more attention:

There has been some confusion around what each value means so I tried to make that more obvious πŸ™‚

tdev, Feb 15, 2018:


Nadeox1, Feb 19, 2018:

Busy street

What you see here will NOT necessarily reach the next update or the final version
If it does, it is NOT representative of what it may look like
More work happens behind the curtains – this is only a random selection!

50 responses to “Development Sneak Peek #4”

  1. Michael DiBenedetto says:

    …..wait why are you adding characters and personalities to a driving sim without a driver? It should be about the cars and career progression not about the person driving it.

  2. Rob says:

    I just cannot wait to have a feeling of ownership of a car with a persistent state and having to maintain it. Popping to the junk yard to get a replacement fender or a new engine. Sorry I know that’s a ways off yet.

  3. Bill says:

    Ooh, far right on the ‘Busy street’ picture?

  4. Sgt. Hippie Cat says:

    Are you ever going to add an SUV?

  5. Flippi 284 says:

    Bus is coll and good

  6. TheNOISYCar1 says:

    I spy a bus on the last screenshot ‘busy street’

  7. Woody says:

    Finally! People! – It just adds that extra zest of realism! Great!

    Is that a BUS I SEE?!
    A REAL BUS?!

    You know what that would be great to crash that into… a MiniVan, You ever gon’ add on? ;D

    I wonder if the street signs will be able to be knocked down? I would imagine so…

    This all looks so great! You’re doing amazing guys!

  8. Gabeoo2 says:

    Make a modern pickup truck or modern muscle car

  9. James says:

    hows the bluebuck going?

  10. Roman says:

    I love you!)

  11. skaldgill says:

    Lol the jpg for the bus or train is totally a rocket

  12. francisco says:

    hey devs!

    WE REALLY need a steering stabilization por non wheel inputs , a dynamic one like a fake ffb.

    i know you guys already have this in mind

    i would drastically improve the gameplay for me

    atleast send me a beta file or something :p
    i remember the first instances of beamng having this feauture and was removed, anyone can mod the old file to work ?

  13. Sgt. Hippie Cat says:

    god 90% of the stuff people ask for is garbage…

  14. Sam says:

    Would love a minivan fwd. Based off of the Dodge/Honda vans. Or a mini truck like S10 or Nissan squarebody. Older pickup.

  15. DHarvell says:

    Appreciate all of the hard work that goes into this game. I have been addicted to it, since getting it, about a week-and-a-half ago. In that week-and-a-half – according to my Steam analysis of my playing habits – I have put in 91 hours of play time. It’s pretty much all I have been doing, in my free time. Can’t get enough… looking forward to more! πŸ˜€

  16. Lumberdread48 says:

    You should make a coil sprung front live axle for the romer and d series as the leaf sprung one has no flex.

  17. Daniel yoakum says:

    Ai traffic. Need I say more.

  18. fenton says:

    this looks really good! I’m looking forward to this

  19. Domas Escort says:

    Hmm. Can you make some trafic in the streets because driving alone is boring πŸ˜€

  20. med1ocre_M0use47367453453 says:

    toggleble if you want it on/off tho

  21. BeamNG Fan #1 says:

    A car based on the 1969-1978 Nissan Fairlady Z

  22. AlexMen says:


  23. AlexMen says:

    good game

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