Experiments

What AI can build when you steer it.

Side projects we build to test current AI models on problems we know well. They aren't products and we're not selling them. Most of our client work is under NDA, so these are the things we can show.

The car physics sim: an orange race car mid-corner, with live tyre temperatures and telemetry traces on screen
Car physics sim

A race car, simulated from first principles.

An AI driver lapping Averton Park, in a car driven by a motorsport-class physics model. Everything on screen apart from the logo and the font is generated in code, the car included.

  • 2,000 Hz physics
  • 120 telemetry channels
  • Physics-driven engine audio

Runs in the browser. Best on a desktop, with the sound on.

Physics

Tyres, suspension and drivetrain.

A brush-model tyre with a thermally coupled tread and a pressure-dependent carcass. Double-wishbone kinematics with chassis compliance. A 566 PS flat-six through a slipping clutch and a Salisbury differential. Every slide, kerb strike and lock-up comes out of the simulation.

Audio

Sound from the simulation.

The engine note is synthesised from individual combustion cycles through a modelled exhaust, and the tyre squeal follows published squeal acoustics.

Telemetry

A proper data workbench.

120 channels across eight pages, with any two laps overlaid and a running time delta, for anyone who wants to check the physics model's working.

The telemetry workbench: suspension traces for two laps, a track map and a 3D replay window
The telemetry workbench, comparing suspension channels across two laps.

Most of the sim was built with Fable 5.0. The second version's graphics, AI driver and telemetry tools were done with OpenAI's Astra.

This is the first experiment. New ones will turn up here and on the blog. Follow the blog