Development Sneak Peek #5

Hello everyone!

Several weeks have passed since the last released update, so hereยดs a 5th sneak peek blog, to make the wait for the next update shorter ๐Ÿ™‚

There’s tons of work that can’t really be showcased in a visually appealing way. It’s therefore not shown below, but is taking place nonetheless. We want to briefly explain part of it in future posts or threads.

Remember that you can keep track of development by subscribing to the developer subforum – that’s where most of the content in this post comes from.

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!

tdev, Feb 26, 2018:

So, apparently, we went through 110TB of traffic for the repository from the 1st of Feb so far D:

We will need to setup new CDN nodes to push all this traffic. Also, it’s getting costly – we pay some amount per GB right now as they are all over the limit right now :/

tdev, Feb 26, 2018:

We have some [regional data of downloads], but not from all nodes (this is the top 28 from 138 countries …):

LJFHutch, Mar 1, 2018:

I just worked on the cliffs a little bit. Here’s a comparison of the game area and a spot from Google Maps:

Reference location:

LJFHutch, Mar 2, 2018:

Some more work on the roads and forests:

LJFHutch, Mar 18, 2018:

Better dirt road textures

LJFHutch, Apr 5, 2018:

More road work:

LJFHutch, May 3, 2018:

Dirt road textures:

LJFHutch, May 4, 2018:

Better sand textures:

Diamondback, May 6, 2018:

Today, we talk about something a bit different, editor workflow! ๐Ÿ™‚ Sounds amazing, doesn’t it?
I’m sure some of you can appreciate a little insight into how I work with lua and jbeam though. ๐Ÿ˜Ž

Let’s speak first about what tools I’ve used in the past for the majority of work for BeamNG:

  • Zerobrane IDE (
  • Notepad++ (

The Zerobrane IDE is a very nice tool to work with lua, it supports all the nice stuff like syntax highlighting, auto formatting, linting, code outlines etc. All in all a very useful piece of software and what I have used in the past 3 or so years. (It also supports debugging lua with breakpoints and all, but that usually isn’t all that helpful with the kind of work I do)
Here’s a typical screenshot:

The second tool, Notepad++, is something literally everyone should have on their computers, it’s just a super handy and powerful text editor. I use it for all text files other than lua, so mostly *.jbeam, *.json, *.pc, etc

In addition to that, I also work a lot with our versioning control software, so that’s overall 3 pieces of software for the majority of work.

Now, just out of curiosity, I wanted to take another look at Visual Studio Code, Microsoft’s new-ish all around lightweight code editor. I gave it a spin when it was really new but didn’t see any advantages over my existing setup.

The next post will detail what I’ve set up now with VS Code and how that works out. ๐Ÿ™‚

[this post is the first of several, click here to view the whole thread]

LJFHutch, May 17:

The dirt roads, especially on the mountain were a bit too wide, now they’re roughly 4m across and a bit more interesting overall, [WIP]:

Falkrum, May 19, 2018:

New upcoming vehicle!

tdev, May 24, 2018:

very experimental still ๐Ÿ™‚

(you can see the vehicles queuing at the junctions ๐Ÿ™‚ )

tdev, May 24, 2018:

Dedicated AI tracks are work in progress

tdev, May 24, 2018:

We are investigating if navigation meshes will help us having the AI drive offroad better ๐Ÿ™‚

blue = ‘drivable’ areas.
non-blue / transparent = cannot pass here

May 25, 2018:

A new marque arrives…

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!

33 responses to “Development Sneak Peek #5”

  1. Jacob says:

    Can’t wait for new car!!

  2. Jake says:

    Can’t wait for the new car!!

  3. Alyssa says:

    is that a VW bug?

  4. Woody says:

    OMG.. I’ve got it.. That car.. Is the classic Mini Cooper!!

  5. aiden says:

    looks nice 65 v dub.

  6. killconfirmed427 says:

    The new car could be based off the beetle, or maybe an old rear engine Fiat 500, to go with the New Italy map.

  7. Orbit says:

    Yay! New cars, AI’s and textures!

  8. Rod Munch says:

    Happy that work is being done on the AI. The AI is my most used feature in BeamNG.

  9. Bradley Gale says:

    The new car will most likely be a fiat, considering the map IS based of Italy, and that mini is a British car manufacturer

  10. Brad Pyle says:

    That’s definitely a Bug. The location of the distributor and generator give it away as well as then fan cover.

  11. Viridian says:

    Are you guys considering reworking/rebuilding some of the old maps (east coast USA, Small island, etc.), as the map quality has increased ALOT, both in terms of the skills of the map makers, and in terms of the tools at their disposal.

  12. Max says:

    Can you please add weather and more car features like windshield wipers, the ability to open doors, moving seats, passengers etc..

  13. Darren says:

    Its an aircooled flat 4 with an orange distributor. No way its not a beetle! Super excited!!!

  14. firinmylazor says:

    so are the top map updates about the new map west coast?

  15. Fergus says:

    Excited to see updates to the AI. They are crazy at the moment.

  16. suicidal.banana says:

    Keep up the great work guys ๐Ÿ˜€

  17. Barry Dreger says:

    great as allways

  18. coolbo says:

    vw bug

  19. Sotiris says:

    which is new marque

  20. a different Jake says:

    let the update be in june please!

  21. one salty boi says:

    i want an Italian super car in the game so bad

  22. Badf00d says:

    I believe the Civetta Bolide solves that problem, mate.

  23. bob says:

    Can’t wait to see the new car, and of course, to smash it to bits

  24. J S says:

    can we get working airbags

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