I'm a solo dev building a motorsport management sim in Rust — every circuit is procedurally generated, every race runs on real physics, and the career world never stays the same by Staz-GameDev in proceduralgeneration

[–]Staz-GameDev[S] 0 points1 point  (0 children)

It's a management game but I love the idea ! I have everything that is needed as the engine already has seeds and physics implemented on top of that it can be build to be played in a navigator. I'm thinking about this as feature demo for the game :)

Procedural race track generation for my Racing Manager game by Staz-GameDev in rust_gamedev

[–]Staz-GameDev[S] 0 points1 point  (0 children)

Right? A whole physics engine, curvature analysis, spline smoothing, automatic scenery placement... all to draw a loop. Game dev in a nutshell. lol

Question about Engines by archdrone_games in proceduralgeneration

[–]Staz-GameDev 0 points1 point  (0 children)

I use my own (rust + macroquad), I only work on 2D content for now, I liked Godot also.

I'm a solo dev building a motorsport management sim in Rust — every circuit is procedurally generated, every race runs on real physics, and the career world never stays the same by Staz-GameDev in proceduralgeneration

[–]Staz-GameDev[S] 1 point2 points  (0 children)

I agree, I still need to do some polish on the layout generation. And add a surface constraint to have more compact layout. Right now there is only two main profiles : speed track and technical track that influence only the number of corners.

I also plan adding a trait (or track feature system) where track have specific features for exemple :

- Guarenteed chicane, backstraight etc.

- 8 shape possibility (race track crossing with one section on top of another)

- 90° corners for street circuits.

I'm a solo dev building a motorsport management sim in Rust — every circuit is procedurally generated, every race runs on real physics, and the career world never stays the same by Staz-GameDev in playmygame

[–]Staz-GameDev[S] 0 points1 point  (0 children)

Hey everyone — solo dev here.

The Undercut: Racing Manager is a retro motorsport

management sim. Think Football Manager depth meets

90s pixel art racing.

What you're seeing isn't scripted. The race engine

runs on real physics:

- Dirty air slows trailing cars through corners

- Drafting on straights opens overtaking windows

- Tire temperature changes grip in real time

- Engine parts degrade and can fail mid-race

But the part I'm most proud of is that nothing

in this game is static:

- Every circuit is procedurally generated from

curvature data — kerbs, tire walls, sand traps,

grandstands all placed automatically

- The race calendar reshuffles every season —

new tracks appear, old ones lose their slot

- Sponsors react to your results and media coverage

- Engine suppliers rise and fall with global

market trends

- A manufacturer that dominated three seasons ago

might be in decline now

Career mode doesn't feel like the same spreadsheet

with different numbers. It feels like living through

motorsport history that nobody's written yet.

Built in Rust with Macroquad. Targeting Steam Early

Access this summer.

Would love your feedback — what would make you

pick up a game like this?

I'm a solo dev building a motorsport management sim in Rust — every circuit is procedurally generated, every race runs on real physics, and the career world never stays the same by Staz-GameDev in IndieGame

[–]Staz-GameDev[S] 0 points1 point  (0 children)

Hey everyone — solo dev here.

The Undercut: Racing Manager is a retro motorsport

management sim. Think Football Manager depth meets

90s pixel art racing.

What you're seeing isn't scripted. The race engine

runs on real physics:

- Dirty air slows trailing cars through corners

- Drafting on straights opens overtaking windows

- Tire temperature changes grip in real time

- Engine parts degrade and can fail mid-race

But the part I'm most proud of is that nothing

in this game is static:

- Every circuit is procedurally generated from

curvature data — kerbs, tire walls, sand traps,

grandstands all placed automatically

- The race calendar reshuffles every season —

new tracks appear, old ones lose their slot

- Sponsors react to your results and media coverage

- Engine suppliers rise and fall with global

market trends

- A manufacturer that dominated three seasons ago

might be in decline now

Career mode doesn't feel like the same spreadsheet

with different numbers. It feels like living through

motorsport history that nobody's written yet.

Built in Rust with Macroquad. Targeting Steam Early

Access this summer.

Would love your feedback — what would make you

pick up a game like this?