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BeamNG DRIVE alpha release

by Thomas Fischer · 08/05/2013 (8:19 am) · 33 comments

We recently released our first game, BeamNG DRIVE. It's a realistic driving game currently in alpha with 6 terrains and 6 vehicles with lots more still in development. We're using our own soft body physics engine to simulate the cars in real-time. Suspension, tires, damage, etc are all using the same physics and all constantly reacting to forces such as air drag (dynamic and based on shape/airspeed) g-forces and static scenery objects.

We are a small four man indie team (2 programmers and 2 artists) with a focus on realistic physics.

Some of you may have already seen our T3D announcement video a while back, the full gameplay trailer is below:


Quote:Features
Realistic and immersive driving experience
Vehicle customisation
A wide variety of vehicle types
Ability to create and modify vehicles
Lua scripting allows an extensive range of possibilities
Frequent free updates with content and bug fixes

The alpha access release (shameless plug :D ) is released and available over at our site www.beamng.com/alpha.
Free tech demo is also available here: www.beamng.com/techdemo

Our planned features include a career mode with missions, multiplayer, demolition derbies, police chases, races and much more.

A big thanks to GarageGames and the T3D community which has helped us deliver our vision this quickly. We are also in the process of merging back patches to upstream: github.com/tdev?tab=activity. Expect more to come.

Here's a shot of our main and largest terrain so far
i.imgur.com/1HIW9hH.jpg
And a pickup destroying some cars:
i.imgur.com/t8T47pV.jpg

About the author

working on physics :)

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#21
08/06/2013 (8:05 am)
Just came back from a long weekend to find this awesome blog. Great job guys! I look forward to trying it out later tonight.

- Dave
#22
08/06/2013 (12:40 pm)
Any plans on releasing the SDK for developers to use your vehicle physics?
#23
08/06/2013 (1:56 pm)
SO many new great blogs to read :o) Gotta play with this demo for sure... Eeeek I suffer from drive sickness!
#24
08/06/2013 (7:39 pm)
Can someone put some Rift in this ASAP? ;)
#25
08/06/2013 (8:49 pm)
@Daniel - I think that they are implementing it into Drive if not already done.
#26
08/07/2013 (3:02 pm)
Any relation to the DRIVE advanced vehicles "add-on" ?
#27
08/08/2013 (8:28 am)
This is truly fantastic work :)

I am poised to buy for beta excess, however, can I please have confirmation regarding Rift integration ?
#28
08/08/2013 (11:10 pm)
@Thomas - Ausgamers reported this on their site. They didn't mention Torque at all, so I shot them a link in the comments. Looks like they corrected the oversight now (which was good of them), but it was a tad confusing without it. I wonder who else is overlooking Torque?
#29
08/09/2013 (6:41 am)
@ Dan Webb



;)
#30
08/09/2013 (6:42 am)
You win Steve.
#31
08/09/2013 (3:23 pm)
@Steve - Funny as that is, it's sad that it also seems to be true.
#32
08/19/2013 (8:28 am)
@Dan: People still seem to think we're using CryEngine 3; either a good or a bad thing depending on how you see it.
#33
01/12/2014 (9:59 pm)
@Thomas Fischer
I think this is the T3D engine since the birth of the greatest works. A job should be greater than any. Amazing. Hope to develop into the next T3D new version.
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