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Apex Grand Prix

  • 3d
  • racing
  • simulator
  • arcade
  • motorsport
  • web
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. m.guitart.b77 built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Apex Grand Prix yet. Play it, then tell m.guitart.b77 what you would add next.

Make your own game

Apex Grand Prix was built by m.guitart.b77 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 Grand Prix 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 Grand Prix

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 racing game titled “Apex Grand Prix” with a Spanish-language Formula-style HUD and a polished dark motorsport presentation. Use Three.js or an equivalent WebGL engine with a perspective camera, shadows, ACES/filmic-style rendering, a dark navy sky/background with fog, a flat deep-green grass runoff plane, and a wide looping asphalt circuit. Build the circuit as a smooth closed, tubular/Catmull-Rom track approximately 12 units wide, with a red outer edge strip/curb and small white rectangular grid/track marks spaced around it. Place construction barriers around alternating sides of the track. The layout should be a broad flowing oval/road course with several bends, viewed from behind and above the player car.

Place a large red racing car at the starting grid as the player vehicle, plus five smaller white rival cars lined up nearby. Cars should be simple low-poly/glTF-style racing cars with cast shadows; the player is red and rivals are white. Once the race starts, rivals continuously circulate around the track at positions slightly ahead/behind the player, with small lateral offsets so they appear as opponents. The player follows the circuit automatically according to its progress while steering laterally across the track. Accelerate with W or Up Arrow, brake/reverse-control with S or Down Arrow, steer left/right with A/D or Left/Right Arrow. Speed should accelerate up to a high arcade-racing maximum, braking should reduce speed quickly, and steering should become more responsive with speed while reduced grip makes it harder to control in rain. Add damping so the car returns toward its current racing line after steering.

The game opens on a full-screen start menu overlay. Present the title “APEX GRAND PRIX”, subtitle “Temporada 2026 · simulador web original”, and selectable cards for Sesión: Carrera 3 vueltas, Clasificación, Sprint; Clima: Seco, Lluvia, Variable; and Modo: Equilibrado, Agresivo, Conservador. Default selections are Carrera, Seco, and Equilibrado, with red active borders. Include a prominent red “Comenzar Gran Premio” button and a small note about telemetry, fuel, battery, tire wear, simulated rain, pit lane, and strategy. Starting the race hides the menu and begins the timer.

Use a fixed HUD over the 3D view. At top left show a translucent rounded panel reading “APEX GRAND PRIX · 2026”, with APEX in red. At top right show Sesión, Vuelta (for a three-lap race, 1/3 through 3/3), Pos, and Tiempo. At upper left below the title, show a telemetry panel with weather and temperature (“SECO · 24°C”; rain should show 15°C), speed in km/h, gear, RPM, fuel percentage with a green bar, battery/ERS percentage with a yellow bar, tire percentage with a red bar, and status labels “DRS DISPONIBLE” or “RECARGANDO” plus “PIT LIMIT 80”. Fuel gradually drains while driving, ERS changes with braking/throttle, and tires wear faster in rain and when the car is being steered aggressively. Show a help panel at bottom left: “Acelera W/↑ · frena S/↓ · gira A D · C cámara · P boxes”.

Provide bottom-right translucent touch controls for mobile: left, accelerate/up, brake/down, right, a CAM button, and a PIT button. Mouse/touch buttons should hold the corresponding driving keys. The C key or CAM button cycles through three camera modes labeled CAM, T-CAM, and TV: a trailing chase view behind/above the car, a close cockpit/telemetry-style following view, and a higher TV-style overhead trailing view. The P key or PIT button toggles pit mode; when entering it, cap speed, make the car move much more slowly around the circuit, restore some fuel and tires, and add a time penalty. Show the pit status switching between PIT STOP and PIT LIMIT 80.

The race should track elapsed time and lap progress. At the end of lap 3, stop the race and display a centered translucent finish banner reading “BANDERA A CUADROS”, with the final time, any penalty, and “R para reiniciar”. Pressing R reloads/restarts the game. Escape should pause/unpause the simulation. Keep the aesthetic modern and minimal: translucent charcoal panels, white condensed/system typography, rounded corners, subtle blur and shadows, red accent color, and a dark blue-green circuit environment. Ensure the scene and HUD are responsive on desktop and narrow mobile screens.

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