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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Barry Blewitt 9 days ago
Think boost should be limited use in races but to recharging wouldn’t help struggling teams catch up during races idk seems a tricky situation as teams who are already strong won’t be affected just gain more advantage .
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Barry Blewitt 9 days ago
If cars can now be damaged during the race can you change wings on pits or replace in race time or would it just affect your cars race .
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Jean Lama 9 days ago
Please don't implement recharge. It would really kill all the dynamic about the battery now. All the strategy on using it or not considering the battery levels of the others. The point is not faster lap time for the race, the point is a fun and enjoyable gameplay mechanic.
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Çekdar Aslan 9 days ago
Kers recharge. Definitely do not do this, absolutely.
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Chris Stanley 9 days ago
I wouldn’t enjoy rechargeable boost. If implanted, it should have a slow recharge. Otherwise it could become just another ‘push’ to use at the optimal corners through the race, therefore, removing the extra decision making and individuality provided by the way boost currently works 👍🏻

A better use of developer time for implenting a feature would 100% be to re-look at dirty air rather than introducing a boost recharge.
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Walter Catalano 9 days ago
I wonder how stupid it is to introduce such updates, a level 6 in Pro who in a few seasons is promoted to Elite to run with level 30. No new "rookies" have entered for 2 months and you write that there has been a boom in new entries without having yet advertised, all bullshit, given that the Pros are now full only of full ex-Elite teams. Shame
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APEXES JUNYA ACADEMY RACING 9 days ago
I LOVE THE PROGRESS . SAFETY CARS NEXT AND WEATHER DATA UPDATES.
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Kofi Yeboah 9 days ago
What about flag implementation? I did see it in use for one race and then never saw it again.
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Braking Point 9 days ago
this is a really fun idea! I approve of this bros. 👍
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Hakan Ahmed 10 days ago
regenerative kers is excellent idea, i would also like to see the removal of boost visibility and when its being used... also like others have suggested may be add in more incentive for managers to develop reliability and cooling... i think since the update there has been a shift in development strategies, i am still trying to work it out but prior to the update relaunch i was super competitive and now almost a midfield team... i will get there lol :)
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