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 thatYou: We are hiring
We are working distributed from all over the world, with some guys working from our HQ in Bremen, Germany.
Updated 6 Days Ago at 05:57 PM by tdev
Updated 1 Week Ago at 06:34 PM by tdev
We got a nice interview with the BBC:
Updated 1 Week Ago at 12:46 PM by tdev
We are pleased to announce that the we got proper office rooms now where some of our team work
We got multi-DAE support working, which means you don't have to edit the original vehicle mesh anymore to mod it! We have also moved all of the wheel and tire meshes to wheels.DAE in vehicles\common, so they are now global, and can be used by any vehicle, moved, and duplicated. These changes will be coming in the next update.
We are also working on static friction between vehicles/objects - you can now carry items like the oil barrel in the bed of the D15 without it sliding around We still need to fix the internal collision to stop it from getting stuck to the wall, but it no longer slides around all over the place.
Also, if you haven't been following in the forums, the Hirochi Sunburst is in-game and the .jbeam work is mostly finished.
Updated 2 Weeks Ago at 01:01 AM by gabester
The "Spawn new" Button works better now, just don't press it too quickly, or this happens
Changelog 0.3.2 > 0.3.3:
Fixed game crash (lua stackoverflow) when running the game for a bit longerFixed resource error when loading DRIFixed "spawn new vehicle" function: not spawning inside the other car anymoreImproved world editor: now using window resolution correctly: right windows will be correctly on the right side of the screen now (side effect: saves your windowed resolution)Improved player spawning: thePlayer is now visible in the scene tree and will not be saved when saving the levelFixed crash reporting up: updated crashreport tool, improved the way it works, fixed ability to use/run the game even if the system is missingFixed some app minimal size bugs on persistence savingFixed DirectX: proper offline installation nowRewrote level saving a bitImproved bananabech: improved output formatting, added RAM and OS infoBeam break debug working again: if in debug mode, broken beamns will print to the message appFixed part manager when no props are presentLua instances have log names now. S0 = system lua, V0 = first vehicle lua, V1 = second vehicle, etcIncreased accuracy of frictionImproved tiremarks: now with better placement and sizingFixed bug in slidenodes: now resetting correctlyAdded new lua function: setNodeMass(nodeid, mass)New 3D feature: decal roads have fading now, reducing the visible tri count a lotFixed 3D feature: re-added mieScattering setting for scatterskyImproved 3D feature: decal sorting now faster using two lists: one sorted, one unsortedNew 3D feature: Add DecalRoad TS interface to get its nodesDoubled vehicle render distance from 250m to 500m
How to update: Start menu > BeamNG > Update
Updated 3 Weeks Ago at 09:44 AM by tdev
Changelog 0.3.1 > 0.3.2:
improved message app: added text to edit mode to prevent deletionexchanged video in loading screen with screenshotslevel updates to work better with different time settingsincreased banabench tested vehicles to 10fixed and improved bullettime: not crashing anymore and better usage via keys (ALT+arrow keys) and via UIadded UI message on instabilityminor improvements to new vehicle spawningimproved water shading in basic lightingminor vehicle updates: slidenode steering racks for all vehiclesfixed beam breaking debug: enable debug mode and breaking beams will be printed to console again
How to update: Start menu > BeamNG > Update
Updated 3 Weeks Ago at 05:18 PM by tdev
So, after a very un-smooth start, we released the traditional setup to install the game: http://www.beamng.com/live
We also wrote the changelog now: Changelog
Major things we worked on in the last week: spotlights, flares, slidenodes, bugfixes