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Browser-Based Racing Simulator

ATGRacing

Around The Ground / Build a Ground, then race it.

It runs in the browser, so there is nothing to install. You race across custom-built tracks called Grounds. Cars, motorcycles, trucks and boats each get their own physics, tuning and sound profile. Build something, break it, tune it again. That loop is the whole point.

No public build yet ATG Racing runs in a browser, so the day there is something worth playing, I will put the link right here. I have no date for that, and inventing one would not make it arrive sooner.

What is being built, and where each piece currently stands. None of it is a promise of a release.

Vehicle Physics
Built on NWH Vehicle Physics 2. Drivetrain, tyres and suspension tuned per vehicle class rather than shared across everything.
Ground Editor
The track tool. It started as a placement helper and now handles surface types, water levels and jump sequences.
Tuning & Customization
Engine, suspension, tyres, aero, wheels, ECU presets. The settings change real handling numbers rather than the look alone.
Runs in a Browser
WebGL, so there is nothing to install and nothing to buy. That constraint shapes every technical decision here.
The Proving Ground
Racing is where I prove a system before trusting it anywhere else. Whatever survives here is what ATG inherits.
Technical Docs
Pacejka 6.2 / SwiftTyre tyre models, the vehicle noise synthesizer and Unity workspace guides, all at docs.atg-simulator.com
Core Concept

What is a Ground?

In ATG Racing, a Ground is a track, either built by players or shipped with the game. Some are tight technical circuits, others are open speed courses with water hazards. The name is literal: every race is one loop around a Ground.


The Ground Editor started as a basic tool and now handles water, surface types and jump sequences. The intent is that players share Grounds and challenge each other on the same layout.

ECU 14.3V RPM 8420 SLIP 0.14 LOAD 1.8G CAMBER -2.1 TIRE 78C BRAKE 0.91 ABS ON GEAR 4 SPD 187km/h
Building Blocks

What gets proven here

Racing is the WebGL testbed. Vehicles, sound, cameras and water all have to hold up in a browser tab first, which is a harsh place to run a physics simulation. Anything that survives that is worth carrying into a native game later.

01
Physics Core

Cars, motorcycles, trucks and watercraft each get their own tyre, suspension and audio stack. They are tuned to drive differently, not only to look different.

02
Customization Framework

Wheels, camber, ECU mapping, exhaust tuning, aero, horn. These settings affect handling numbers, so a build ends up driving the way it looks like it should.

03
Ground Editor

Track creation that grew from a placement tool into a surface editor: water levels, collision zones and ambient sound. It works on mobile too.

The Bigger Picture

Racing is the donor

Separate Products
What Racing Gives ATG

ATG Racing and ATG are two separate products. Racing lives in a browser, and it is where I solve the hard problems first: vehicle physics, tuning, customization, surfaces. Once a system actually works here, a stripped version of it can move across to ATG, the Windows game whose first Ground is Pardis. That move happens deliberately, one system at a time, because code shaped around a browser has no business in a native game. What gets copied over is the part that earned it.