Feature preview: Wheel-to-wheel Racing

By Jack Basford
Last updated: Sat, 22 Mar 2025 22:01

We're excited to share a preview of one of the most significant updates to iGP Manager in years. Wheel-to-wheel racing is currently under active development and in the internal testing phase.

For a long time, you've seen cars in iGP Manager overlapping or "ghosting" through each other, especially during busy race starts or heated battles on track. This was rooted in technical limitations dating back to the original pure 2D simulation from 2011. As iGP Manager evolved into a richer 3D experience years later, these earlier limitations presented serious challenges to improving the race simulation. As is often the case with maintaining such old designs, it grew increasingly complex and difficult for us to develop meaningful improvements.

The development of this new wheel-to-wheel racing system has been significantly accelerated by advancements in AI. I’ve been working tirelessly to keep iGP Games at the forefront of AI innovation. In January, I gave a talk at one of the UK's premier mobile games shows on exactly how we’re using AI to accelerate development of iGP Manager. We'll soon post highlights from that talk on our social media channels, so stay tuned and follow @iGPManager on Instagram, X, and Facebook for more behind-the-scenes insights.

Wheel-to-wheel Racing preview

The new approach uses sophisticated physics-based calculations to position cars realistically, enabling them to anticipate each other's movements in overtaking situations and when approaching corners. Here are some of the key features to expect:

  • Accurate Collision Detection: Cars proactively identify and react to potential collisions.

  • Enhanced Traffic Awareness: Drivers intelligently assess their surroundings and traffic conditions.

  • Realistic Gap Management: Particularly noticeable at race starts and in tight corners, placing more outcomes in your control and not down to random chance.

  • Improved Visual Realism: While some ghosting will remain in the first version, expect a significant reduction in overlap scenarios, leading to a more authentic racing experience.

To achieve this, we've had to refactor large portions of the old, complex codebase, built over a decade by multiple developers, spanning our journey from 2D to 3D and many generations of underlying technologies.

Our initial target is to reduce about 90% of ghosting scenarios when we roll out the first version of this update. We'll continue refining the system based on your feedback and real-world use. We anticipate launching sometime in late April, although this timeline will depend on our ongoing testing outcomes. Our initial internal tests look promising and we are still refining the system.

More than a visual improvement

These changes will significantly impact the dynamics of racing as a whole, including race starts. Eventually, I aim to turn my focus to pit lane issues, which have plagued the simulation for years. This work is laying the foundation for me to move in to that in the weeks ahead.

Boost Recharged?

As part of this update we are considering reintroducing recharge functionality to boost. If done correctly, we believe this will significantly spice up racing in Leagues and Sprint Races, enabling more dynamic strategies and removing the incentive to hang on to boost until the final lap. How fast do you think it should recharge? Let us know in the comments!

Leagues from level 6

We've listened to all your feedback and leagues are now available from Level 6. This means it will take as little as 10 races to unlock leagues, which after reviewing the UX and your feedback looks like the sweet spot. We hope this will go some way to encouraging more people into your Leagues.

Additionally, all managers can now level up outside of leagues using Sprint Races with no limits. All caps on level XP from sprint races are hereby removed. This will give managers in leagues some incentive to come and join Sprint Races, as we heard many complaining there was no point. Limits on parts, engines, tokens enforce a natural cap on participation.

Racing in the cloud for better pings, lower latency

Earlier this month we also migrated the entire race service to a new cloud-based system. This is in preparation for a coming marketing push enabling a whole new level of scalability for the entire service. The system has been performing well for weeks now with better uptime, performance and latency than the legacy system. We hope you have noticed an improvement in the response for boost and your commands during the live races. Whatever the case, be sure to let us know your experiences with the new system.

Work continues flat out on iGP Manager 2025. Be sure to read the monster changelog of fixes and improvements we've just published too. With your continued support we aim to make this our best year yet.

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Jayden Scott 3 days ago
Another question will

This also cost yellow flags on the track cause I remember that being a thing and sadly it’s gone I know people

Wouldn’t like the safety car but I feel like it would bring a lil realism or am I saying too much
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John Grizzly 4 days ago
Hide the boost visibilty in race, so other player can't see when it's used. And disable boost for the 2 last lap
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Armando Martino 5 days ago
PLEASE remove that fu**** boost and just put an ers button to speed up the car a bit (not Rocket, but just make it a bit faster). Yes it recharges, but it's easy to consume.

Also maybe make this button "scheduled" before the race in certain zones of the track (like before a drs zone to avoid opponents to take it)
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Jayden Scott 6 days ago
So was the safety car thing a lie?
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Erol Çılgın 6 days ago
and custom liveries etc. maybe? :)
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Chase Tapper 6 days ago
So can we get race incidents now like crashes etc?
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Levente Kocsis 6 days ago
For the rechargable Boost I have 2 ideas:

1. An additional bar, similar to the Push bar. 3 or 5 modes (for 3: recharge, regain 10-15%/lap; netural, not drain your anything, and you are 0,2-0,4 seconds faster; push mode, uses 20-40%, but you are a 1 second faster. For 5 modes it can be more refined, but similar to the 3 modes.)

2. You can charge your Boost during your pit stop. You can charge maximum 25%, and it takes and extra second to do this. Also decrease the Boost's efficiency by 20-33%.
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Bogdan Fulga 6 days ago
And we will Have the update this year?
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Rune Thorvaldsen 7 days ago
Rechargeable battery sound great but I still belive it would be better not to see other drivers remaining boostlevel. If you don't see the boostlevel you can be sure how things can and probably will play out until the flagg. Now you can see and plan ahead if you know you have more boost. On the other hand, if you know you have less boost you know you would be a sitting duck
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Crash Bandicoot 7 days ago
Hello, I am racing in a league where it is forbidden to enter the race. We are setting the strategy and waiting for the result of the race. However, I am curious about the condition of my car during the race. So can you bring a feature that will allow us to follow Live Timing without being connected to the race?
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