WIP Building A New Multiplayer Client For BeamNG

Discussion in 'Content Creation' started by eedev, Apr 2, 2026.

  1. eedev

    eedev
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    Mar 31, 2026
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    5
    Howdy community, i will be getting into the topic straightforward without overtalking,
    Since we don't currently have a stable multiplayer launcher for BeamNG and the only infamous launcher is BeamMP and recently got hacked/breached whatever, this project suffered from severe sync/network issues and i feel like you guys deserve a better chance with experiencing BeamNG Multiplayer in a more better way than ever.
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    ## Who the tf am i?
    I'm Aiden aka @eedev, i am currently working on a project called BeamForge Mod Manager that'll be released in a few days, it's an advanced all in one mod manager tool for BeamNG. I am a 20 years old cybersecurity student and a software engineer and also a passionate person who loves to create useful/helpful stuff every time i get bored xd.
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    ## Project BeamForgeMP
    BeamForgeMP is the complete next gen BeamNG Multiplayer project that i will be working on alone and planning on finishing it in the next few months maybe.
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    ## BeamForgeMP - The Core Advantage
    BeamMP was built as a hobby project that grew too fast for its own architecture. It works, but it creaks. BeamForgeMP is built from scratch with the knowledge of every mistake BeamMP made.

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    ## What will BeamForgeMP Feature
    1. Buttery Smooth Multiplayer

    Input-based prediction — remote cars follow the road during packet gaps instead of flying off in a straight line (BeamMP's biggest visual problem)
    Adaptive send rate — parked cars send 15 updates/sec, driving sends 60, crashing sends 120. BeamMP wastes bandwidth sending 100/sec regardless
    Jitter buffer with smart interpolation — handles variable latency gracefully
    Damage sync — crashes propagate visually. You see the other car crumple, not just teleport into a damaged state

    2. Beautiful In-Game UI

    Modern glass/blur aesthetic — semi-transparent dark panels with backdrop blur, smooth animations, rounded corners
    Server browser that loads instantly — search, filter by map/players/ping, favorites, history, one-click join
    Clean chat overlay — positioned bottom-left, semi-transparent, message history, command support
    Floating nametags — distance-based fade, ping indicator, clean typography
    Player list — slide-in panel showing everyone connected with their vehicles
    Connection screen — server info, map preview, player count, clean connect flow

    3. One-Click Server Hosting

    Download the server binary, run it. That's it. Default config works
    Auto-generates beamforge-server.toml on first run with sensible defaults
    NAT traversal built in — no port forwarding needed for most players
    Terminal dashboard showing live stats (players, bandwidth, vehicles, logs)
    Docker image for dedicated hosting & Server Egg for direct setup

    4. Lightning Fast Mod Downloads ( Say bye bye to slow downloads )

    CDN-backed mod distribution
    Parallel chunked downloads — multiple files at once
    Resumable — interrupted downloads pick up where they left off
    Content-addressed dedup — same mod across different servers only downloads once
    Progress bar in the connection UI with ETA

    5. Powerful Plugin System ( The ability to fully modify your own server, custom scripts, etc )

    Lua 5.4 scripting for server plugins
    Clean API: bf.players, bf.vehicles, bf.chat, bf.world, bf.events, bf.storage
    Plugin permissions in plugin.toml — control what each plugin can access
    Hot reload — edit a plugin file, it reloads without restarting the server
    WASM support for performance-critical or polyglot plugins
    Example plugins out of the box: welcome messages, vehicle whitelist, teleport, race timer, speed camera

    6. Security & Privacy

    All traffic encrypted (TLS 1.3 via QUIC)
    Sandboxed plugins: can't access the filesystem or make arbitrary network calls
    Server-side sanity checks: velocity limits, position delta checks to catch obvious cheating
    JWT-based authentication: no password sent in plaintext

    7. Cross-Platform
    Windows and Linux client from day one
    Server runs on Windows, Linux, FreeBSD
    Docker for easy cloud deployment
    ------------
    ## But i will get this to work, ALONE?

    Yes, i'm currently working on it constantly and learning a lot since i don't have a single idea in my head on how to make a multiplayer client, and from the help of the community since it'll be an open source project.

    ## The costs of maintaining this project
    Oh no, i will be definitely broke but here is the catch
    it's all for the community right? :rolleyes:
    The ability to fund/support the project will be open once i release the alpha test so you guys can actually verify that this is a REAL project and not just shit talk.


    I will be updating you guys about the project later, make sure to like this thread
    :)
     
    • Like Like x 3
  2. Joshua Gessner

    Joshua Gessner
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    Mar 4, 2026
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    Well damn. I've actually been working on a similar concept for the same reason ha We need to link up maybe I can be of use to you instead of wasting my time with another implementation. It seems like we have pretty parallel ideas on a lot of this and mine is already mostly implemented and working, save some of the more ui focused stuff you mentioned. DM me or hit me on disc: jwgesshoo
     
    • Like Like x 1
  3. BaconBeam

    BaconBeam
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  4. eedev

    eedev
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    Mar 31, 2026
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    First Look - Alpha Build
    process: testing
    upload_2026-4-3_15-32-15.png
     
  5. Mobian-Storyteller

    Mobian-Storyteller
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    Aug 6, 2025
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    Will this be more simple to set up than BeamMP and not require paid servers?
     
  6. eedev

    eedev
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    Mar 31, 2026
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    Of course, you'll have the full ability to host your own server using your "own" computer resource without hurting the computer's performance, and also it encrypts your IP address by using a specific technique to mask the MAC/IP Address.

    But to maintain stability you'll need a self hosted server.
     
  7. Mobian-Storyteller

    Mobian-Storyteller
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    Glad to hear! This will be much easier to work with when there's friends in the mix.
     
  8. Justmusa

    Justmusa
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    Joined:
    Apr 1, 2026
    Messages:
    2
    Nice one, same.But trying to use BeamMP as much to tackle a similar issue with an option to change the backend server to a different one or the server/client exe to a different one if needed. As of now integrating tailscale for direct connect. Building as a feature rich backend/mp client agnostic multiplayer related launcher.

    upload_2026-4-6_2-20-5.png
    upload_2026-4-6_2-20-25.png upload_2026-4-6_2-21-0.png upload_2026-4-6_2-20-39.png upload_2026-4-6_2-21-48.png upload_2026-4-6_2-22-5.png upload_2026-4-6_2-22-41.png upload_2026-4-6_2-22-19.png upload_2026-4-6_2-23-58.png upload_2026-4-6_2-22-56.png
    --- Post updated ---
    Lots of server tools also:
    upload_2026-4-6_2-24-45.png upload_2026-4-6_2-25-28.png upload_2026-4-6_2-25-6.png upload_2026-4-6_2-25-49.png upload_2026-4-6_2-25-39.png upload_2026-4-6_2-26-36.png upload_2026-4-6_2-27-14.png upload_2026-4-6_2-26-57.png upload_2026-4-6_2-26-49.png
     

    Attached Files:

    • upload_2026-4-6_2-24-32.png
    #8 Justmusa, Apr 6, 2026
    Last edited: Apr 6, 2026
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