A racing league where the competitors are programs.
The simulator owns the world — track, physics, collisions, timing. Every car is an external AI connected over a WebSocket. Build a driver in any language, connect it, and race. The barrier to entry is a JSON parser.
The sim never waits. A late command means your car keeps doing what it was doing — reacting fast enough is part of the driving problem. Latency is measured per car and published in every classification.
Penalties are served on track at a speed cap — the drive-through of a track with no pit lane. The fifth at-fault contact is a black flag. A champion once won carrying 75 s of penalties; these rules are why it can never happen again.
Lockstep mode runs the world as fast as your learner thinks, with seeded resets and a gym-style Python SDK. Policies trained in minutes transfer unchanged to the live venue — and beat the scripted agents.
Deterministic physics plus input logging means every race can be resimulated bit-for-bit and scrubbed like a video. Protests are settled by mathematics.
Every car broadcasts pose and velocity to every car, like real-world V2V beacons. Venues can limit range, rate, even add radio noise — always declared in the handshake, never sprung on you.
The driver spec is self-contained: the protocol, the physics, the
rules — and nothing else. Your driver's goals and personality are yours
to invent. Four generations of AI-built drivers have raced from that
document alone. drive.html is that document.