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Arcade › Aero Bus
Click the game above and it runs right here in your browser. No download, no installer, no account needed. WILLY HAYCO built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Aero Bus yet. Play it, then tell WILLY HAYCO what you would add next.
Aero Bus was built by WILLY HAYCO with the Cinevva game creator: describe the game you want in chat, watch it get built, and play it in your browser minutes later.
Remix Aero Bus opens the real game in the creator and forks its actual files, chat and design doc, so you start from the code rather than from a description.
Cinevva's analyzer read this game's design doc and its source, then wrote the brief below. "Make your own" hands it to the game creator as your opening message, so you start from a real spec rather than a one-line idea.
Create an interactive Three.js-style 3D product viewer called “Aero Bus,” not a driving game. Show a futuristic transit bus centered on a dark navy presentation scene, with an orbitable perspective camera and no character, road, traffic, combat, score, timer, lives, or other gameplay systems. Use a dark blue-black background with subtle fog, a circular dark teal metallic presentation plinth beneath the vehicle, and a thin glowing cyan ring around the plinth. Light the model with cool bright hemisphere and directional lights plus a blue rim light; use realistic metallic and glossy materials with restrained cinematic tone mapping. Build the bus as a long, wide, low futuristic vehicle approximately 13.3 m long, 2.5 m wide, and 3.35 m high. The exterior should be dominated by a silver metallic lower body, a darker silver shoulder section, and a black roof cap. Add long panoramic black-tinted glass ribbons along both sides. Along each side, place a silver side fairing and a narrow glowing yellow air-bridge/airflow channel. Use dark sculpted front and rear masks, a small dark front and rear glass panel, a long yellow front light bar, and a red rear light bar. Add four visible-position wheel assemblies (two wheel locations on each side): thick black tires, silver-gray hubs, yellow center caps, and small silver spokes. Add a glossy glass entry door on the right/front side and a dark cockpit with a tan driver seat near the front. Include a hidden passenger-cabin inspection mode inside the bus. The cabin has a dark blue-gray floor, two longitudinal rows of paired tan/gold passenger seats, with eight seat positions per row and seats on both sides of the aisle: each seat should have a base, tall back, and headrest. Add a dark aisle divider near the front and a dark-silver rear luggage block. When Interior is selected, hide or replace the exterior view with this cabin content and reposition the camera closer and lower so the cabin can be inspected. When Exterior is selected, restore the exterior camera framing and hide the cabin. Add a toggleable “Air bridge” visualization: on both sides above the yellow channels, display six small glowing yellow triangular arrow markers arranged along the bus length. Animate these arrows slowly traveling in the longitudinal direction, wrapping from the front back to the rear, with a subtle pulsing opacity. The Air bridge button must show/hide these markers without changing the model. HUD/UI: overlay a fixed translucent dark panel in the upper-left with a thin pale-blue border and blur/shadow. It must read “AERO / AIR BRIDGE” in uppercase pale blue, followed by: “Interactive 3D interpretation of the futuristic transit bus in your reference board — silver body, panoramic black glass, yellow airflow channels, 42-passenger interior.” Below, show a two-column specification grid with highlighted yellow values: “13.3 m” length, “2.5 m” width, “3.35 m” height, and “42 + 1” capacity. In the upper-right, place three dark bordered buttons labeled “Exterior,” “Interior,” and “Air bridge.” At the bottom center show the hint “Drag to orbit · wheel/pinch to zoom · tap Interior to inspect the cabin.” Make the layout responsive: on narrow screens move the action buttons toward the lower-right and keep the hint along the bottom. Interaction and camera behavior: allow mouse/touch drag to orbit around the bus, wheel or pinch to zoom, with damping. Target the bus around its upper-middle height. Limit zoom so users cannot get extremely close or far away, and limit the exterior camera’s polar angle to keep the view above/around the vehicle. Exterior starts in a three-quarter front/right elevated view showing the long body, side glass, wheels, and plinth. Interior uses a closer three-quarter view and a somewhat wider downward orbit limit. Buttons immediately switch modes. Keep the circular plinth ring slowly rotating for subtle motion while the bus itself remains stationary. Render responsively to window resizing and support high-DPI displays.