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. ------------ ## 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. ------- ## 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. ------------ ## 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. ------------ ## 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? 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
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
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.
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. --- Post updated --- Lots of server tools also: