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TecnaGamer / BeamNG.Earth

git clone https://github.com/TecnaGamer/BeamNG.Earth.git v1.5.3-beta · 3d ago

A 1:1 scale streamed Earth for BeamNG.drive: real elevation and satellite imagery, floating origin, LOD streaming from a companion server

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Star history (as recorded here)

2026-10-20 · 371 ★ 2026-10-23 · 709 ★
LanguagePython
LicenseMIT
Created2026-10-10 (12d ago)
Last pushtoday
Watchers13
OwnerUser

Links

README excerpt
# BeamNG.Earth
A 1:1 scale, streamed Earth for BeamNG.drive: drive anywhere on the
planet on real elevation data and satellite imagery, with distance-based level of detail and the
real curvature of the Earth.
Status: beta (see VERSION). Tested on BeamNG.drive 0.39.4 on Linux (Vulkan). See
docs/ROADMAP.md for what is coming (high-speed streaming, real view distance,
roads, water, navigation, traffic, cities).
## Features (working today)
**The world**
- The whole planet at 1:1 scale on real elevation: national lidar where it exists (Mapterhorn: much of
 Europe, the US and more), Copernicus 30 m elsewhere with buildings and small tree stands filtered out of it.
- Aerial and satellite imagery on the ground: open state and national orthophotos (Maryland's 15 cm photos,
 a dozen more US states, NAIP across the US, Switzerland, France, Spain, the Netherlands, Germany's states,
 Austria, Japan, parts of Australia and Canada, and more), Sentinel-2 cloudless everywhere else; shadows and
 colour seams taken out of the photos, the season's colours graded in, cliffs drawn as rock.
- A real view distance out to the horizon, with the Earth's curvature.
- Ground materials from land cover (grass, dirt, rock, sand, snow, mud, lawns, paved squares and parking
 lots) with 3D grass and bushes.
- Trees and forests from a canopy height model, regional species (conifers, broadleaf, palms, desert
 shrubs), autumn colours in season.
- Buildings from Overture / OpenStreetMap with regional styles (US siding and brick, Alpine chalets, Nordic
 wood, Mediterranean stucco, East Asian and Latin American looks), real heights, roofs, windows, shopfronts,
 porches, churches with steeples, glass towers, far-away buildings drawn as a skyline.
- Roads as meshes with lane markings, sidewalks and curbs, curb ramps, storm drains, cobblestone streets,
 bridges with decks, traffic islands; the ground graded under them; street lights, utility poles with
 wires, traffic signals, stop signs and speed-limit signs (mph or km/h by country).
- Water: the sea with real depth (cars sink), lakes, and rivers kept beside the roads.
- Airports with graded, marked runways.
**Time, weather and physics**
- **Real time**: the sun, moon and stars are where they really are for the place, the date and the clock
 (the real time zone); the clock runs in real time. Change the time in the pause menu and the mod hands it
 over to you (switch back to Real any time).
- **Real weather** at the player from Open-Meteo, updated as you travel: cloud cover and high cirrus, clouds
 drifting with the wind aloft, fog from the real visibility, ground wind with gusts that pushes the cars,
 rain and snow, the air temperature, and the sun dimming under overcast. It goes through the game's own
 weather system, so the Time & Weather menu shows the real values; a manual mode leaves it to you.
- **Seasons**: the photos' colours and the trees' leaves follow the time of year (autumn colours, bare
 trees in winter where the photos were