solo-built driving sim · godot

InfiniteDrive.

In a world full of games built around supercars, this one is simply about the joy of driving.

Get behind the wheel of a featherweight city hatchback, a tail-happy rotary coupe, a 15-tonne coach, or an articulated semi hauling a full trailer. Every vehicle is carefully shaped, modelled, and tuned to capture the character of its real-world counterpart.

The handling sits between arcade fun and believable realism — easy to pick up, satisfying to master, and perfect for those moments when you just want to relax, hit the road, and drive.

The hero car — a low-poly sport hatch
11drivable vehiclesmore coming in the future
~1:1real-world specs
what it is

the drive.

a world built for driving

Not an endless straight, but a connected open world with real junctions, believable traffic, and roads designed to feel like part of a living network.

Drive anything from a one-tonne city car to a 15-tonne touring coach, with every vehicle bringing its own weight, character, and challenges.

arcade feel, simulation underneath

The target is roughly 70% arcade and 30% simulation: weighty and responsive, but still governed by believable grip, weight transfer, and tyre behaviour.

Push too hard and the vehicle will slide. Stay within its limits and it will settle naturally. There is no scripted drift button — the way each vehicle behaves comes directly from the underlying physics.

built by one person, with AI-assisted code

Every vehicle is hand-modelled in a low-poly style, while the roads, junctions, traffic behaviour, vehicle handling, map, visual direction, testing, and overall game design are created and configured by me.

I don't have a background in game programming, so the code is written with the help of Claude, under my direction. I plan every system, define how it should behave, test the results, identify problems, and refine the implementation.

Using AI for the coding lets me spend my limited time where I can contribute the most: designing the game, building its world, creating its vehicles, and bringing the full idea to life.

same vehicles, same rules

Traffic isn't placed on rails or given simplified physics. Every AI-controlled vehicle uses the same handling system as the one you're driving — the same weight, grip, suspension, braking distance, and potential to lose control.

So when a box truck cuts you off, it isn't just following a scripted animation. It has real momentum to manage — and may struggle to recover from a bad decision just as much as you would.

under the tyres

physics.

Every playable vehicle is built around a single Godot RigidBody3D, supported by four raycast wheels. Each tyre has a limited amount of friction to work with — turning, accelerating, and braking all draw from that same supply of grip. Push beyond what the tyres can provide, and the vehicle begins to slide.

// the core idea

the friction circle

Each tyre has one grip budget, set by its friction coefficient and the load pressing it into the road. Acceleration and braking use part of that budget first; whatever remains is available for cornering.

Floor the throttle halfway through a corner and the rear tyres may run out first — power oversteer. Trail-brake into a turn and the front may let go — understeer. It's a combined-slip system, not separate values faking longitudinal and lateral grip.

// measured, not copied

tuned per vehicle

Every vehicle is data-defined from its real mass, dimensions, weight distribution, tyre sizes, gear ratios and redline. How each one feels was then measured and tuned — braking force, cornering grip, body roll, turning circle, 0–100 — not simply copied from a spec sheet.

mass 1,065–15,000 kg drivetrains FWD · RWD · AWD gearboxes 5 → 12 speeds
// suspension

spring-damper suspension

Four independent raycast springs create visible dive under braking, squat under acceleration, and body roll through corners — recalculated every physics frame, so vehicles never sink into the road as speed rises.

// weight transfer

dynamic weight transfer

Weight shifts between the wheels as the vehicle accelerates, brakes and turns, changing how much grip each tyre has in real time. A tall SUV rolls and pushes through a corner; a low coupe stays flatter and responds more sharply.

// drivetrain

real gearboxes

Each vehicle runs its actual gear ratios through a load-adaptive automatic. It shifts early while cruising, holds gears toward the redline under full throttle, kicks down when you need more, and respects governed top speeds instead of accelerating forever.

// drift

handbrake & emergent drifting

The handbrake locks the rear wheels and sends the vehicle into a controlled, limited slide. In a lightweight car it can be held and steered; in a touring coach it's little more than a brief wiggle. A yaw assist helps keep the vehicle pointing where you steer while the rear steps out.

// steering

speed-sensitive steering

Steering lock is generous at parking speeds, making big vehicles and tight spaces easy to manage. As speed builds the available angle gradually shrinks; input is applied progressively and the wheel recentres faster than it turns in — stable instead of nervous or twitchy.

// the safety net

driving assists

Three driving assists sit on top of the raw vehicle physics. Leave them enabled for a planted, forgiving drive, or reduce them to feel more of what the tyres and chassis are doing.

  • Stability Assists

    The master stability switch — it enables the spin guard and the automatic countersteer system.

    It also gates two helpers: a turn-in assist that reduces high-speed understeer, and an electronic stability system that gradually adds yaw damping when the vehicle begins to slide.

    It steps aside while the handbrake is engaged, so deliberate drifts can continue.

  • Traction Control

    Reduces drive force the moment a powered tyre spins beyond its available grip, with throttle and understeer trims on top.

    Enabled, power oversteer can't happen. Switch it off and the throttle can push the rear of the vehicle into a slide.

  • ABS

    Keeps the brakes just below the point of wheel lock.

    It also reduces front braking force as you add steering (cornering brake control), so you can brake heavily and still keep enough grip to steer around what's ahead.

gas
brake
Wthrottle
Sbrake
Shiftsport
L Altprecise
comfort — the pedal eases in
drive the way you mean to

controls.

In most driving games, keyboard controls are binary: W is full throttle, S is full brake, and anything calmer means repeatedly tapping the keys.

Infinite Drive treats them more like real pedals.

Press W or S normally and the input builds gradually — letting you pull away smoothly, control your speed, and make precise adjustments. Release the key and the pedal eases back instead of snapping instantly to zero.

Need a more aggressive response? Hold Shift — just as you would to sprint in another game — to use the pedal's full travel immediately. It isn't a boost or extra power; you're simply pressing the accelerator or brake harder.

The gearbox responds to the way you drive, too. Use the pedals gently and it shifts at lower RPM for a smoother, calmer ride. Hold Shift and it holds each gear longer, using more — sometimes all — of the available rev range before shifting.

For longer, steadier drives, hold Left Alt to latch the current pedal position, then use W and S to trim it up or down. This lets you hold a comfortable pace without constantly pressing a key.

Whether you're pushing a car to its limits, carefully positioning a truck, or keeping passengers and cargo comfortable, the controls let you drive with the speed, smoothness, and precision you intended.

around you

the world.

A hand-built road network stretches across a populated, signposted island — with changing light and a moving sun bringing the landscape to life.

living traffic

AI-controlled vehicles appear naturally around you and behave like real road users. They follow lanes, anticipate the traffic ahead, brake for slower vehicles, ease off for bends, and change lanes to overtake.

Each driver gets a randomized personality, so some are more cautious while others are less patient. And every vehicle you meet in traffic is also part of the playable fleet.

real junctions

Every intersection is read and built by a custom editor tool.

Junctions can use give-way rules, all-way stops, or phased traffic lights — with individual priorities per approach and configurable green-light cycles. Lane connections are generated automatically, so traffic knows how to move correctly through each crossing.

day into night

A single moving sun controls the entire atmosphere of the world.

As it approaches the horizon the sunlight warms and gradually fades; the sky and ambient light darken with it, while the moon automatically rises from the opposite direction. During twilight, the horizon glows where day and night meet.

articulated trucking

Reverse the semi tractor beneath the front of a trailer and couple them together with the press of a button.

The trailer connects through a working fifth-wheel joint, articulates behind the tractor, and follows within defined jackknife limits. The extra length and weight make every turn, lane change, and reversing manoeuvre more demanding.

police siren mode

Activate the siren and the entire traffic system responds.

Vehicles pull aside, hold back at junctions, and yield the lane as you approach — accompanied by a synthesized siren wail.

a remote island, your new home

Get to know what may become your new favourite place: the island of Infinite Drive.

It doesn't have a name yet, but it already has a personality of its own. Mountains, valleys, and open flatlands shape the landscape, while roads wind naturally around the island in a layout inspired by real-world road networks.

The current map focuses on highways and country roads rather than cities or villages, with occasional stops waiting to be found along the way. It's a world designed around the road itself — a place to explore, learn, and eventually feel at home in.

also on board 3 camera modes orbit · chase · dashcam telemetry HUD tacho + dyno graph heading-up minimap speed FOV · motion blur · shake in-game graphics + remap menus
the fleet

the garage.

Eleven drivable vehicles, one trailer. All tuned to closely resemble the real thing — all drivable.

hero car
hot hatch Low-poly sport hatch
Sport Hatch
front-drive hot hatch
FWDdrive
1,300kg
226km/h
supermini Low-poly city hatch
City Hatch
featherweight city car · lightest in the game
FWDdrive
1,065kg
180km/h
supermini Low-poly supermini
Supermini
B-segment supermini
FWDdrive
1,107kg
184km/h
liftback Low-poly family liftback
Family Liftback
long, comfortable family liftback
FWDdrive
1,280kg
219km/h
suv Low-poly compact SUV
Urban SUV
tall family SUV · rolls and pushes
AWDdrive
1,595kg
190km/h
crossover Low-poly urban crossover
Urban Crossover
light all-wheel-drive crossover
AWDdrive
1,280kg
190km/h
panel van Low-poly panel van
Panel Van
torquey diesel panel van
FWDdrive
1,630kg
170km/h
light truck Low-poly cab-over flatbed truck
Lightweight Truck
cab-over light truck
RWDdrive
3,300kg
93km/h
box truck Low-poly rigid box truck
Box Truck
rigid box truck · 12-speed gearbox
RWDdrive
9,000kg
90km/h
coach · 3-axle Low-poly touring coach
Touring Coach
3-axle touring coach · heaviest in the game
RWDdrive
15,000kg
100km/h
tows a trailer
semi tractor Low-poly semi tractor unit
Semi Tractor
short-cab semi tractor unit
RWDdrive
7,000kg
90km/h
towed unit
cargo · 3-axle Low-poly box trailer
Cargo Trailer
couples via the fifth wheel
4,000kg laden
3axles
—towed
the state of play

progress.

Where the project stands today — what's driving, and what's on the workbench.

built and driving

  • 11 drivable vehiclesEleven vehicles are already playable, each tuned to closely resemble its real-world counterpart in dimensions, weight, tyres, gearing, redline, and top speed.
  • Custom raycast physicsA custom vehicle system built around friction-circle tyres, spring-damper suspension, dynamic weight transfer, and realistic automatic gearboxes — all running on a standard rigid body.
  • Full driving-assist suiteStability control, ESC, traction control, and ABS are all implemented. Each system can be toggled while driving and monitored through an on-screen panel.
  • Living AI trafficAI-controlled traffic drives the same vehicle models using the same physics as the player, complete with lane changes and anticipatory braking.
  • Junctions, traffic lights, and stop signsIntersections are automatically built from the road network, with right-of-way rules and generated lane routes guiding traffic through each crossing.
  • Articulated semi and trailerA working fifth-wheel coupling allows you to hitch and unhitch the trailer, with realistic articulation and defined jackknife limits.
  • Day and night, cameras, and HUDThe game already includes a dynamic sun-and-moon cycle, three camera modes, a telemetry tachometer, a dyno graph, and a GPS minimap.

on the workbench

  • More vehicle categoriesSupercars, sports cars, hot hatches, pickups, and large vans are all planned for the playable fleet.
  • More variety within every categoryEach category will eventually include multiple vehicles, giving you more than one interpretation of every type of driving.
  • A constantly evolving mapThe island will continue to receive new areas, additions, improvements, and refinements. The map will probably never truly be considered finished.
  • Much moreMissions, an economy, AI police, fuel, vehicle servicing, and other systems are being explored. These ideas are still at an early stage, so it's too soon to go into detail.