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How Doodle Wheels turns your drawing into a real wheel

By the Zada Games team · September 27, 2026 · 6 min read

The one question we get asked more than any other about Doodle Wheels is "how does the game know what I drew?" The honest answer is that it doesn't know anything. It doesn't recognise a star or a square. It takes the line you drew, turns it into a solid object, drops it under the car, and lets physics do the rest. This post walks through that pipeline step by step, because understanding it makes you a better player.

Step 1: your stroke becomes a list of points

While your finger or mouse is on the pad, the game records a point every time you move more than a few pixels. A quick loop gives twenty to forty points; a slow careful one can give a few hundred. When you lift your finger, the game closes the loop from the last point back to the first. That is why you don't need to finish exactly where you started: a small gap is closed automatically, a large gap becomes a straight edge, which can be a feature if you want a flat side.

Strokes with fewer than six points are ignored, and so is anything whose area is tiny, which is what happens when you tap the pad by accident. If nothing changes after drawing, that is the reason: draw bigger.

Step 2: centring and scaling

The game finds the average position of all your points and treats that as the wheel's hub. Everything is measured from there. Then it looks at the point farthest from the hub and scales the whole drawing so that this farthest point sits about 40 units from the centre. There is a floor and a ceiling on the scale, so a very small doodle stays smaller than a big one, and a drawing that fills the pad becomes the largest wheel the game allows.

This has a consequence players discover quickly: size is the main thing you control. A small tight circle is nimble and spins up fast but gets punctured by spikes. A circle that touches the pad's edges survives spikes and bridges bumps, at the cost of speed.

Finally the point list is thinned to at most 24 points. That keeps the physics fast on phones, and it slightly smooths shaky drawings.

Step 3: the polygon becomes a physics body

Doodle Wheels runs on a 2D physics engine. Physics engines love convex shapes and hate concave ones, and almost every hand-drawn wheel is concave: a star, a paddle, a blob with a dent. So the game hands your polygon to a decomposition routine that slices it into several convex pieces, then glues the pieces together into one rigid body. To the engine your star is now five triangles and a pentagon that move as one. To you it is still a star.

Two of these bodies are created, one per axle, and pinned to the car with a joint that allows rotation but no separation. A motor then spins them, gently. The motor is deliberately torque-limited: it nudges the wheel toward a target speed each frame rather than forcing it. That is what makes the car feel like it has weight, and it is why a heavy square wheel takes a moment to get going after a swap.

Step 4: the grip number

Here is the part that decides mud and water. When a wheel is created, the game measures its perimeter and divides it by the circumference of the smallest circle that would contain it. A perfect circle scores about 1.0. A square scores about 0.9, because its perimeter is shorter than the circle around its corners. A star scores about 1.2, and a paddle wheel with long blades scores higher still. We call this number grip, and it is a fair measure of how spiky a shape is.

Nothing in the game checks the shape's name. If you draw a wobbly blob with four long spikes, it will paddle and it will grip mud, because its perimeter says so.

Step 5: what spikes and stairs actually test

Spikes test radius, not shape. Any wheel whose farthest point is under a set distance from the hub is punctured on contact. That threshold sits a little above the default circle, so the starting wheel dies on spikes and a big drawn wheel survives. Stairs test corners: the physics engine lets a corner hook the edge of a step and lever the car up, while a round wheel just presses against the riser and spins. This is real rigid-body behaviour, not a scripted rule, which is why oddly shaped drawings sometimes climb stairs surprisingly well.

Why the game slows down while you draw

Time runs at about a third of normal speed while your finger is on the pad. That was a design decision after early testers said the game felt unfair: they knew what to draw but the car reached the obstacle before they could finish. Slowing time keeps the pressure without punishing careful drawing. In online races everyone gets the same slow-motion, so it doesn't change fairness.

Putting it to use

Once you know the pipeline, the strategy writes itself. Big for spikes. Corners for stairs. Spiky for mud. Blades for water. Round and medium for everything else, because a plain circle is the fastest shape the game can produce. And when a single drawing has to survive two obstacles in a row, remember that size and spikiness are independent: a big star is both spike-proof and mud-proof. The strategy guide covers the combinations in detail.

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