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Apex Circuit

  • 3d
  • racing
  • arcade
  • low-poly
  • mobile-friendly
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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. Yt YouTube 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 Yt YouTube what you would add next.

Make your own game

Apex Circuit was built by Yt YouTube 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 3D browser racing game titled “Apex Circuit,” using a low-poly arcade visual style and a third-person chase camera. The scene should use a pale blue-gray sky with distance fog, a large flat dark-green grass field, strong soft shadows, bright hemisphere fill light, and warm directional sunlight.

Build a simple circuit from dark charcoal road slabs: a central straight roughly 10 units wide and 70 units long, two parallel side straights around x=-30 and x=30, and horizontal connecting sections around z=-34 and z=34, giving the impression of a broad rectangular/flowing circuit. Add thin pale lane/edge markings along the straights. Put alternating red and off-white curb blocks around both horizontal ends, plus a white start line near the lower end. At the start, add a simple gantry with a red horizontal top beam and two white vertical supports. Place a few off-white barrier blocks near the ends of the track. Scatter about two dozen stylized low-poly trees beyond the circuit: brown faceted trunks and dark green cone-shaped foliage.

The player is a stylized low-poly red/pink open-wheel race car loaded as a racing-car 3D model. Place it near the lower straight at approximately (0, 0.1, -27), initially facing toward negative Z. Scale the model up prominently and cast/receive shadows. Use a smooth-following chase camera positioned approximately 5.2 units above and 9.5 units behind the car, looking at a point just above it; use a perspective field of view around 58 degrees and gently interpolate camera movement. The visible gameplay view should feel close to the car, with the car often occupying the lower-right/foreground as in a mobile racing screenshot.

Add two AI rival cars on the track, one green near x=-2,z=-10 and one orange near x=2,z=6. They should be visibly distinct low-poly racing cars and move continuously forward along the straight, with modest speed variation from a sine-wave phase; when they pass z=42, wrap them back to z=-42. They do not need collision logic.

Implement driving with keyboard and touch controls. W/Up accelerates, S/Down brakes/reduces speed, A/Left and D/Right steer, Shift activates boost, and Space acts as a handbrake. Steering should smoothly damp toward -1, 0, or 1, rotate the car based on steering and current speed, and move it in its forward direction. Clamp the player’s x position to approximately -4.1 through 4.1 on the main straight. Normal maximum speed is about 22 internal units, boost maximum about 28; acceleration is about 10 normally or 15 while boosting, natural deceleration is about 7, braking is about 18, and handbrake rapidly multiplies speed downward. Keep speed from becoming negative.

When the car crosses the far z boundaries, wrap it from z>38 to z=-38 or from z<-48 to z=38 and increment the lap counter. Track total elapsed time and display up to three laps. There is no complex finish screen or collision system: the game’s visible objective is simply to drive the circuit and complete three laps.

Create a fixed HTML HUD over the canvas. In the upper-left, show a translucent dark rounded panel with a subtle border and shadow containing the spaced uppercase title “APEX CIRCUIT,” a large numeric speed readout followed by “KM/H,” and a lap/time line such as “Lap 1 / 3 · 2.5 s.” Use a clean modern sans-serif font and pale blue-gray/white text. Along the bottom center, show a translucent pill-shaped instruction label: “WASD / arrows to drive · Shift boost · Space handbrake.” On narrow/mobile screens, show large translucent touch buttons along the bottom: an up arrow above left/down/right directional buttons and a separate timer/handbrake-style button on the right. Touch buttons should hold the corresponding controls while pressed and work with pointer events.

Also include the visible “Garage” button in the upper-right and a garage overlay styled as a dark blurred full-screen modal, with a centered card titled “Garage,” close button, explanatory subtitle, and three selectable color choices: “Scarlet GT” with red swatch, “Verdant R” with green swatch, and “Solar RS” with orange swatch. The initial Scarlet GT choice is highlighted, and the modal notes that G opens the garage. Match the shown UI styling with dark translucent panels, rounded corners, thin translucent white borders, and muted blue-gray secondary text. If implementing only the core mechanics, retain this garage UI faithfully even though the visible driving logic is the primary gameplay.

Use responsive canvas sizing, antialiased rendering, shadow maps, ACES-style tone mapping, and a mobile-friendly viewport. Keep the presentation clean, minimal, and grounded in the shown low-poly race track scene rather than adding weapons, powerups, crashes, menus, or other unshown systems.

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