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Apex Circuit

  • 3d
  • racing
  • formula
  • arcade
  • simulation
  • circuit
  • mobile
0
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How to play

Click the game above and it runs right here in your browser. No download, no installer, no account needed. Artem Bieliaiev built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Apex Circuit yet. Play it, then tell Artem Bieliaiev what you would add next.

Make your own game

Apex Circuit was built by Artem Bieliaiev 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 Apex Circuit 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.

Read the build brief for Apex Circuit

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 a browser-based 3D arcade F1-style racing game titled “Apex Circuit,” using Three.js/WebGL and a dark, premium telemetry-focused interface. The camera is a high, slightly trailing orthographic-like perspective (perspective camera looking down from around y=29–34) over a compact circular circuit, with the player car centered and the camera smoothly following it. Render a dark blue-green environment: a large circular grassy runoff disk, a dark asphalt annular track approximately 30 units in radius and 10 units wide, red-painted inner and outer borders, alternating red/white kerbs around the inner edge, and red/white rectangular barrier blocks around the outside. Add a white start/finish line and a small gray-blue pit area just outside the track. Use soft shadows, fog, subtle bloom-like cinematic tone mapping, cool cyan/green lighting, and simple low-poly racing-car models.

The player drives a small green/teal open-wheel-style car on the circular track. If an external race-car model is unavailable, use a fallback composed of a low rectangular body, raised white nose, and dark rear wing. Place five AI opponent cars around the circuit in different colors (pink/red, blue, yellow, purple, and white), each following the ring at slightly different radii and speeds. They are visible as competitors, but the on-screen position indicator remains a simple “1/6” display. The race consists of five laps. Start the player at the bottom of the circuit near the start line, facing around the ring. The car’s movement should follow the circular racing line: throttle accelerates, drag reduces speed, braking slows it, and left/right steering changes the angular travel rate. Include a speed cap, speed-sensitive downforce and turning behavior, fuel mass affecting acceleration, and contact with opponents causing minor speed loss and damage.

Controls must work on desktop keyboard and mobile/touch: W or Up Arrow accelerates, S or Down Arrow brakes, A/Left Arrow and D/Right Arrow steer, Space activates DRS while held, P toggles pause. Provide large bottom-right BRAKE and lime THROTTLE touch buttons that emulate the brake and throttle controls. Keep the game running only after the start button is pressed; pause must stop race simulation. Show a centered start modal before the race and again as a “CHEQUERED FLAG” modal after completing five laps, with a RACE AGAIN button. The modal should have the title “APEX CIRCUIT,” a German description about a compact, license-free F1 simulation track and driving cleanly, five selectable tire buttons—SOFT, MEDIUM, HARD, INTER, WET—with SOFT selected by default, and a bright lime START RACE button. Preserve the compact card styling: dark navy panel, thin mint border, rounded corners, and subdued blue-gray explanatory text.

Implement tire choice as a meaningful handling system. Soft tires have the highest grip and relatively rapid wear; medium tires have slightly lower grip and slower wear; hard tires have lower grip and very slow wear; intermediate and wet tires have progressively lower dry grip and their own wear rates. Display the selected tire and remaining wear, and reduce grip as wear falls. Deplete fuel gradually during racing and show fuel percentage. Track damage should rise if the player remains outside the legal track-radius band for roughly three seconds, and collisions with AI should add damage; high damage should slightly reduce speed. Display a track-limits warning when off the track, otherwise show “DRY • DRS READY,” and show “DRS ACTIVE” while Space is held. DRS should increase acceleration while active. Count laps when crossing the start/finish angular threshold, store and display the best lap time, and reset race values when starting again. Include the small pit-lane pad and pit-stop telemetry styling visible in the scene, but do not invent a complex pit-stop interaction unless implemented.

Build the HUD as a fixed overlay over the canvas. At top left show “APEX CIRCUIT / R1” in spaced uppercase mint text. At top right show rounded translucent telemetry pills: “LAP 1/5,” “POS 1/6,” “TIME 0:00.000,” and “BEST —,” updating lap, elapsed time, and best lap. Beneath the top area show the keyboard help text “WASD / Pfeile · SPACE DRS · R Reifen · P Pause” and the status flag at the right. In the bottom-left translucent rounded panel show SPEED with km/h and a simple gear value, TYRE plus tire name and wear percentage with a mint progress bar, FUEL with a yellow progress bar, and DAMAGE percentage. Keep the UI dark navy/black with cyan-mint borders and highlights, lime-yellow throttle accent, yellow fuel/status accent, white text, and responsive mobile sizing. The overall result should feel like a minimalist, polished sim-racing slice rather than a busy arcade game: dark near-black background, cool teal trackside palette, clean typography, strong rounded HUD cards, and a bright lime primary action button.

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