GE Documentation Map
Directory map of all Game Engine Lua documentation — core APIs, career systems, freeroam, architecture, and communication references.
Complete directory map of the Game Engine (GE) Lua documentation with descriptions.
This folder contains documentation for the BeamNG Game Engine (GE) Lua scripting context. GE handles global game state, UI, missions, level logic, and orchestrates communication with Vehicle Engines (VE).
| File | Description |
|---|
SKILL.md | GE skill entry point and quick start guide |
references/TL_DR_ARCHITECT.md | Quick rules reference for GE extension lifecycle and hooks |
references/cheatSheet.md | 50+ common one-liners for copy-pasting |
references/TAGS.md | Tag definitions for documentation discovery (shared GE + VE) |
| File | Description |
|---|
references/globals.md | Global variables, functions, and type reference |
references/be.md | be engine binding - vehicle access, physics, object pool, time of day |
references/extensions.md | Extension system - loading, hooks, lifecycle, creating custom extensions |
references/scenetree.md | Scene graph queries - find/manipulate any engine object by name, ID, or class |
references/map.md | Level data - road network, pathfinding, vehicle tracking, terrain queries |
references/guihooks.md | UI communication bridge - triggers, events, streams, notifications |
references/settings.md | Settings system - engine settings, custom JSON config, preferences |
| File | Description |
|---|
references/career/business/businessComputer.md | Central façade - routes UI requests, vehicle ops, cart purchasing, damage locks |
references/career/business/businessManager.md | Business registration, purchase/finance flow, ownership tracking |
references/career/business/businessInventory.md | Per-business vehicle storage, spawn/despawn, garage teleport, parking |
references/career/business/businessHelpers.md | Leaderboard time lookups for race-based business jobs |
references/career/business/businessPartCustomization.md | Live part-swap preview sessions, dependency resolution, fuel preservation |
references/career/business/businessPartInventory.md | Removed-parts inventory, selling, JBeam data expansion |
references/career/business/businessSkillTree.md | Skill tree progression, prerequisite checks, upgrade purchasing |
references/career/business/businessTabRegistry.md | Dynamic tab registration for business computer UI |
references/career/business/businessVehicleModificationUtil.md | Post-purchase vehicle respawn cycle |
references/career/business/businessVehicleTuning.md | Tuning variables, shopping cart, category pricing, discounts |
| File | Description |
|---|
references/freeroam/facilities.md | Facilities system - garages, shops, dealerships, gas stations, parking spots, POI integration |
references/freeroam/organizations.md | Organizations - reputation tracking, delivery associations, unlock progression |
references/freeroam/gasStations.md | Gas station system - fuel types, refueling mechanics, career vs freeroam |
references/freeroam/bigMap.md | Big map POI provider - POI collection, group filtering, visibility, navigation |
| File | Description |
|---|
references/initSequence.md | GE boot sequence and extension lifecycle |
references/communication.md | Inter-VM communication patterns (GE ↔ VE ↔ UI) |
references/propertyTree.md | Quick lookup for GE object paths and hierarchies |
| Object | Purpose |
|---|
be | BeamNG Engine - core engine access, physics, vehicles |
extensions | Extension loading and hook management |
guihooks | UI communication bridge to HTML/JavaScript |
map | Level/map data and navigation |
scenetree | Scene graph entity queries |
| Aspect | GE (Game Engine) | VE (Vehicle Engine) |
|---|
| Scope | Global game state | Per-vehicle physics |
| Main Objects | be, map, scenetree | v, obj, powertrain |
| Typical Use | Missions, UI, level logic | Vehicle controllers, powertrain |
| Hook | Timing | Use For |
|---|
onExtensionLoaded | Extension load | Setup, registration |
onInit | After batch extensions loaded (GE only) | Second-phase init |
onClientPostStartMission(levelPath) | Level ready | Level-specific init |
onWorldReadyState(state) | World objects ready (state=2) | Deferred entity queries |
onUpdate(dtReal, dtSim, dtRaw) | Every frame | Game logic, timers |
onPreRender(dtReal, dtSim, dtRaw) | Every frame (after physics) | Visual updates |
onVehicleSpawned(vid, vehObj) | Vehicle added | Track vehicles |
onVehicleDestroyed(vid) | Vehicle removed | Cleanup |
onResetGameplay(playerID) | Gameplay reset | Clean state |
onPreExit | Before shutdown | Save data |
| Direction | Method |
|---|
| GE → VE | veh:queueLuaCommand("code") |
| VE → GE | obj:queueGameEngineLua("code") |
| GE → UI | guihooks.trigger("event", data) |
| GE → GE | extensions.hook("event", ...) |