... a C/C++ developer (see attached job offer)
Updated 6 Days Ago at 03:54 PM by tdev
We are pleased to announce a new development branch for BeamNG.drive called 'experimental' which Steam users may opt into. Experimental will contain all of the latest, bleeding-edge updates, including unfinished vehicles, terrains, and experimental features.
We cannot guarantee any stability or support for this build; if something is broken, you can opt out and revert to the Stable build (labelled 'NONE' in Steam). We have decided to open the Experimental build to the public after some internal (and external) discussion and we feel that it is in the best interest of both the game and the players. Please note that the Experimental build is not stable and not supported. Also, most of the bugs and problems encountered are already known and being worked on, so opt in at your own risk. We are not responsible for any hurt feelings That said, we welcome useful feedback and will always have our customers' interests in mind: BeamNG-Experimental-Branch-Feedback-Thread
One more footnote: we advise against creating mods of the unfinished content (vehicles and maps) that are included in the Experimental build, as they will be constantly modified on a daily basis. We hope you enjoy the extra content and latest code builds in their unfinished state, and that you can provide helpful feedback so we can make the best possible game . This build is not for everyone; there will be frequent updates, some of which may temporarily break the game, which is always part of any game development process. Again, if we push a broken build, you can always revert back to Stable. Features present in the experimental version might not end up in stable, so take nothing as granted.
How to get it: BeamNG_Steam_Branch
Updated 1 Week Ago at 02:51 PM by tdev
The race update wouldn't be complete without a proper race track would it
The track has two major configurations; a long high speed course and a shorter version with more turns suitable for slower vehicles. Both of these are figure eights and feature a fair amount of variation.
It seemed a little plain to just have a normal track though so there is actually a much older track dating from the fifties (or something) that has been forgotten and overgrown. Despite the width this resembles the other new map East Coast USA more. The new track incorporates parts of the old and it's possible to have configurations using both old and new. You can follow a brand new bit of track and drive off to where it hasn't been maintained and you're in the middle of a forest.
Right now the track requires only cosmetic additions; the road surface of the main track, barriers, rumbles etc are all in place.
DrowsySam and gabester worked together to almost completely fix the wheel shaking problem that was plaguing many of the vehicles such as the Bolide.
Estama has also been working his magic with vehicle collisions:
Updated 1 Week Ago at 12:27 PM by tdev
Lots of work on the virtual filesystem integration. It currently looks like this (more info about that in a blogpost later):
Game will now start as fullscreen by defaultMaterial switching bugs in combination with multidae: the signals, lights and breaking glass broke when changing parts on the vehicleFixed spotlights teleporting during the first two frames they are visibleFixed up resources to work with case sensitive filesystems correctlyImproved collision stabilityWe added fading to the ends of the roads, that makes merging them much easier. Before/after:
Tests with a crushing roller:
We have our own IRC server now: irc.beamng.com : 6667 - it is linked to the old IRC server, so you will not notice much changes.We fixed the Collada exporter up, so we could get the terrain 3D mesh to export correctly into a .dae fileOh, and a hamster wheel
Worked on a Frame limiter: it should cap the FPS so we get a more fluid gameplay experience (addition benefit: we can test and debug low FPS scenarios)Worked on the new vehicle selector:
Created proof of concept for new approach to input binding - what do you think?
Continued improving the input system. Nearly all controllers are well recognized now. We also wrote a little input visualization tool and finished the xinput UI integration:
Updated 4 Weeks Ago at 12:21 PM by tdev
Our game is now listed as "coming soon" in the Steam store:
If you have the game already, you can get your steam key here to unlock the game in Steam already.
Updated 08-11-2014 at 03:57 PM by tdev
So we are currently working on improving the input system and we got some hardware to test with:
oh, and we got the G27 leds to work already:
If you have more suggestions for hardware that you want to have supported, feel free to comment.
Updated 08-08-2014 at 07:36 AM by tdev
So the last two weeks we worked on the following things:
Multi-DAE support: it is now possible to load a vehicle from multiple .DAE files - this enables mods for the vehicles without the need to modify the original model
For example all the wheels are in one file now:
File system: Zip support, overlaying of files and folders: We are working on having the mods as simple zip files for easy exchange.Greatly improved Heightmap Resolution (and thus physics resolution -> smoother drive) [before/after]:
Steam Store and Steam integration (i.e. the ingame steam overlay is working):
JBeam: Coltris can now define a groundmodel (so dynamic surfaces can have other friction parameters than asphalt)Terrain block's groundmodel matching is now case insensitiveDynamic Friction improvements:
Stabilized water (When things hit water, they don't explode that much)Increased core's accuracyCore optimizationsImproved stablility of the wheel weight display (this thing):
Some tests with Cloth:
User Interface work:
minor work on the JSadded version information to the main menu (see bottom right corner):
improved SimpleEngineDebug, SimpleGearsadded SimplePerfTimers, SimpleTrip:
Lots of Vehicle and Terrain work as well
We also fixed the following bugs:
Trippy underwater camera effect never stops (underwater -> mainmenu bug)Lowest lighting option breaking waterDeformGroups not working at all after implementing multi-DAET3D per level resource fixes: Brushes and terrains are now saved with the level instead of globallyDecals vanishing at certain anglesScatterSky missing mieScattering field.LOD for decalroad: they fade away now, increasing FPSCrash in GFXD3D9OcclusionQuery: improved crash reporting and user messageImproved Crash reporting: now loaded dynamically to prevent the game not working when some Anti-Virus decides this file is not good enough for himBuggy vehicle shadows with multi-dae vehicles
Above changes will get available within the next update [except the steam integration, it will be released later on]
Updated 07-30-2014 at 10:11 PM by tdev
Let me quickly introduce our current team members, so you know who's who:
Saskia: She is the organizational mastermind and keeps things nicely ordered and ensures we are not missing meetings and so forth.Kamil and Safdar: The support and Quality Assurance guys that put a lot of effort into answering your emails and check the latest builds.Mirco and Theo: The UI guys - they are responsible for the new User interface and fix the bugs you are reporting.Xiaoyi and Rajinder: Developers working on the growing software ecosystem like the updater, launcher, etc.Luis: The Torque3D game engine mastermind. He is constantly trying to increase the speed of T3D, fix bugs and make the game engine next-generation ready.DrowsySam: Helps us debugging the physics and maintaining the wiki documentation.Estama: Resident physics wizard who solves problems in the physics coreGabe: The man behind the brands - he researches, designs and creates all the vehicles in the gameSam: The landscaper - he does all the environment work; planning, modeling, planting trees and building roadsThomas: describing yourself is always crap, so we will skip that
We are working distributed from all over the world, with some guys working from our HQ in Bremen, Germany.
Updated 07-30-2014 at 04:59 PM by tdev