Originally, BeamNG.drive was to be based on CryEngine 3, but the implementation to the driving game filled it with bugs, leading development to be rolled over to Torque.BeamNG.drive relies heavily on coding in Lua, and uses packets of local data using the Lua network system while the game is operating in order to complete the complex physics equations during gameplay. BeamNG.drive features three modes: Scenarios, which are checkpoint-to-checkpoint-based races, Campaign Mode, which is a collection of small scenarios which are scored based on different factors such as damage, time, etc., and there is Free Roam Mode, the player can drive and crash several different vehicles on a few provided default environments. The game implements its soft-body physics to both control vehicle dynamics as well as to control the collisions between objects and vehicles. BeamNG.drive uses a real-time, soft-body dynamics physics structure to simulate its vehicles. Vehicles in the game consist of a soft-body, node-beam structure, similar to the vehicle structure in Rigs of Rods. The physics engine simulates a network of interconnected nodes and beams which combine to form an invisible skeleton of a vehicle with realistic weights and masses. Jack Stewart of BBC mentioned that BeamNG.drive "has received interest from the film industry to model vehicle stunts, so that they can be prototyped and tested exhaustively â€“ but cheaply â€“ before a stunt driver smashes up a car on set."Polygon's Nick Robinson lauded the game's simulated physics and user-created content support, leading him to create an ongoing video series for Polygon, "Car Boys", in which he and Griffin McElroy spotlight new BeamNG.drive content each week.
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