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Web-based Nürburgring driving game – custom physics, synthesized sound

Web-based Nürburgring driving game – custom physics, synthesized sound

by esc5221·Jun 17, 2026·3 points·0 comments

AI Analysis

●●●BangerWizardryEye CandyRabbit Hole

Synthesized engine audio tuned to real spectrograms runs entirely in the browser without samples.

Strengths
  • Custom 240 Hz physics engine with raycast suspension built from scratch without game engines.
  • AudioWorklet synthesis mimics real engine behavior per car.
  • Track geometry sourced from real OpenStreetMap and SRTM elevation data.
Weaknesses
  • Arcade handling might not satisfy hardcore simulation racing enthusiasts.
  • Keyboard and touch controls limit precision compared to wheel setups.
Category
Target Audience

Racing Game Fans, Web Devs

Similar To

Slowroads.io · Browser Racing Games

Post Description

A first-person Nürburgring driving game that runs in the browser. It leans arcade — keyboard/touch with assists, not a hardcore sim — but the parts I cared most about are the physics and the sound.

I like racing games with realistic engine behavior, but sometimes I just want a quick drive and can't find a good fit. I love slowroads.io — I wanted something similar but built around race track, so I made this.

Physics: a 240 Hz rigid body with raycast suspension, combined-slip tires, a clutch launch model, and aero/weather grip — none of it from a game engine. The five cars (Elantra N, 992 GT3 / GT3 RS, a kart, an F1 car) are tuned to their real 0–100 and top speed.

Sound is synthesized rather than using recorded one — the engine runs in an AudioWorklet, tuned per car against spectrograms of real onboard recordings. The track is real OpenStreetMap geometry with SRTM elevation.

The initial version of the code was written by Fable 5, then tuned afterward.

github: https://github.com/esc5221/drive-game

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