Racing Club
Autobahn
A high-speed racing game focused on driving through traffic. I handled the main gameplay and technical systems in a three-person team.
Vehicle physics
The tyre model uses Pacejka physics. At very low speeds, however, the model could become unstable and cause visible shaking. I solved this by blending it with simpler physics and interpolating between the two. Around 1–2 km/h the simplified model takes over.
The goal was not to replace the tyre model, but to keep its useful behaviour while avoiding instability where it mattered visually.
Force Feedback
S&Box did not provide the DirectInput access I needed for direct steering-wheel communication. I used WebSockets as a bridge to an external application, allowing the game to send Force Feedback data and receive input from devices such as a shifter.
Traffic optimization
Traffic cars were too expensive to simulate with full wheel physics. I reduced the cost using simplified wheel physics, LOD and distance-based simulation. When a traffic car is far enough from the player, its physics is disabled and its position is interpolated instead.
Synchronization
Remote vehicles needed to look consistent on every player's screen, not simply smooth. I used extrapolation for movement and an error-rate correction that gradually pulls a vehicle toward its expected position when the prediction starts to drift.
Result
The game reached 4,488 players since release, including about 1,700 players during August 2026, with roughly 60–80 daily players.