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PROJECT / 2026

FORMULA

Simcade Racing Prototype

Simcade open-wheel racing prototype in Unreal Engine 5.8 and C++ with custom vehicle dynamics, race control, pit stops and a Silverstone circuit rebuilt from open map and terrain data.

type
Racing game prototype
engine
Unreal Engine 5.8, gameplay in C++ with no Blueprints
platform
Windows
circuit
Silverstone, 5.9 km, 118 timing gates
multiplayer
Listen-server free drive (in progress)
stack
Unreal Engine 5.8 · C++17 · Slate · Unreal Replication · Python · Blender · PowerShell · OpenStreetMap

Source ↗

Six-car race at Silverstone with the broadcast-style HUD: standings, minimap, tire state and speed cluster
Six-car race at Silverstone with the broadcast-style HUD: standings, minimap, tire state and speed cluster

01 / Overview

FORMULA is a keyboard-first racing game in the spirit of Forza Horizon: believable weight and speed, forgiving grip, and mistakes you can recover from. The gameplay is plain C++ on top of Unreal, with no Chaos Vehicles and no Blueprint logic. The vehicle simulation, race rules and pit logic are header-only cores with no engine dependencies, so they run in standalone test suites that build with a plain compiler. The circuit is a reconstruction of Silverstone from OpenStreetMap and Environment Agency LIDAR data, and Python tools drive the Unreal and Blender editors over their MCP servers to build it.

02 / Key features

  • –Custom vehicle dynamics: a fixed 240 Hz step independent of frame rate, with suspension, combined-slip tires, downforce, an eight-speed automatic gearbox, and toggleable ABS, traction control and light stability assists
  • –Race mode: six-car races where AI opponents use the same physics as the player, with five-light starts, ordered timing gates, track-limit penalties, DNF handling and results, plus a separate time-trial mode with saved personal bests
  • –Pit stops and tires: Soft, Medium and Hard compounds with distance-based wear, a mandatory compound change, an 80 km/h limiter on the pit asphalt, and teammates queuing for a shared box
  • –Silverstone from open data: the Grand Prix layout from OpenStreetMap with elevation sampled from 1 m LIDAR, plus kerbs, run-off and landmark buildings
  • –Broadcast-style HUD and menus: standings, minimap with car markers, tire state, speed and RPM cluster and assist indicators drawn in C++, with Home, race setup and settings screens in Slate
  • –Networked free drive: each machine simulates its own car and remote cars are Hermite-interpolated between 30 Hz state updates, with a procedurally synthesised engine and road audio mix

03 / Challenges

  • –Keeping a handling model that feels forgiving on a keyboard while staying a real simulation, with wheels that can lock and spin and weight that transfers under braking and cornering
  • –Making race progress hard to cheat: a lap counts only when every gate is crossed forward and in order, so a shortcut, a wrong-way crossing or a sudden jump cannot advance a car
  • –Networking cars that each run their own physics at 240 Hz without visible jumps or input lag for the owner
  • –Building a believable circuit from open geodata alone, where the source ways are partly estimates and the terrain survey predates the 2019 resurfacing

04 / Solution

The simulation core is a header-only C++17 model in SI units with no Unreal dependency, converted to engine units only at the pawn boundary, and the race and pit rules live in their own engine-independent headers. Standalone suites cover dynamics, controls, race rules, pits, time trial and networking. Multiplayer is owner-authoritative: each player's machine runs its own car exactly as in single-player, sends a quantised state about 30 times per second, and other clients render remote cars slightly behind real time with Hermite interpolation. The circuit comes from a data pipeline of Python scripts that turn OpenStreetMap and LIDAR into route, pit and landmark files, which an Unreal actor builds into the map.

05 / Outcome

A playable six-car race prototype with real tire strategy, assists and a broadcast-style HUD, released as open source under the MIT license. The game content (maps and meshes) is not in the public repository, so the C++ project compiles and the simulation tests run, but playing needs those assets. Multiplayer currently covers free drive only.

06 / Screens

01 / 02

Aerial view of the reconstructed Silverstone circuit
01The Silverstone Grand Prix layout rebuilt from OpenStreetMap and LIDAR data
Hamilton Straight at Silverstone from track level
02Hamilton Straight from track level

Berkay Orhan© 2026

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