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The Undercut: Racing Manager›Events›How Every Track is Born
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How Every Track is Born

The Undercut: Racing Manager · published 6 months ago

All eventsPlayers around this dateRead on Steam

How Every Track is Born — Procedural Circuit Generation


The Undercut generates a new circuit for every race. No two tracks are the same. Here's how a blank canvas becomes a fully playable circuit in under a second.

From random points to a real circuit


Every track starts as anchor points on a ring — like numbers on a clock face. Each point sits at a random distance from the center, giving the shape an organic feel.A gap between two points naturally becomes the main straight — the fastest section where the pit lane and start/finish line live.

The game reads corners like a driver would


Once the path exists, the game measures curvature at every point. High curvature = slow corner. Near zero = fast section.From curvature alone, a realistic speed profile emerges:

  • A forward pass computes max speed at each point

  • A backward pass caps speeds based on braking zones

  • Each section gets classified: Accelerating, Braking, or Cornering


These zones drive everything — tire wear, overtaking opportunities, dirty air effects, and mistake probabilities.

Automatic racing line


The game computes an outside-apex-outside racing line for every generated circuit. No manual tuning — pure geometry.

Scenery from physics data


Nothing is hand-placed:

  • Kerbs on the inside of corners

  • Tire walls on the outside — height scales with danger

  • Sand traps in front of barriers — depth follows curvature

  • Grandstands along the fastest straights

  • Pit lane parallel to the main straight with smooth entry/exit

Four circuit personalities


Same algorithm, different parameters:

  • High-Speed — 10-12 corners, 5.5-8 km. Flowing arcs, long straights

  • Technical — 16-20 corners, 3-4.5 km. Tight hairpins, constant direction changes

  • Street — 13-16 corners, 3.5-5 km. Mix of fast straights and chicanes

  • Balanced — 12-16 corners, 4-6 km. A bit of everything

The result


In under a second: a smooth circuit with realistic proportions, a full speed profile, a natural racing line, kerbs, tire walls, sand traps, grandstands — all from geometry and physics.Every race on a new track. Every track with its own personality.Full devlog with technical details on our website: https://www.the-undercut.com/blog/devlog-001/Join our Discord for development updates and to share your feedback.

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Other announcements

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Major update8 Sep 2026Launch Discount Ends Tomorrow — and 0.5.5 Is the Next Big UpdateLaunch Discount Ends Tomorrow — and 0.5.5 Is the Next Big Update The –12% launch discount ends tomorrow. After that, the price goes back to $14.99 / €14.99 / £13.75. If you've been on the fence, this is the time. Buy The Undercut: Racing Manager Thank You The first week has been intense. The Discord community has quadrupled in less than a week. Hundreds of bug reports, save files, balance sugge…Game update6 Sep 2026Hotfix 0.5.4-3 — UI Scaling, Strategy Fixes, Mid-Season SigningsHotfix 0.5.4-3 Auto-Fit UI · New: Auto-fit UI in Settings → Display (on by default). The whole game scales to your screen — menus, career apps, live race. This should fix most display and text overlap issues on high-resolution and Retina screens. · Fixed: text overlapping at high zoom on R&D Improve/Inventory rows, Scouting status badges, and the Repair tab's DESTROYED tag. Settings · Fixed: Si…Game update4 Sep 2026Hotfix 0.5.4-2Hotfix 0.5.4-2 Stability · Fixed: the World Data screen could freeze and crash the game. Displays & Controls · Fixed: mouse wheel scrolling jumped a whole block per notch on Windows and macOS. · Fixed: clicking a scrollbar's arrows or thumb also triggered the button or row behind it. · UI Scale and in-race HUD scale now go up to 300% and 400% for 4K/Retina displays. Audio · Fixed: menu music, U…