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Apex One

  • 3d
  • racing
  • arcade
  • formula
  • time-trial
  • 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. Andrew P built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Apex One yet. Play it, then tell Andrew P what you would add next.

Make your own game

Apex One was built by Andrew P 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 One 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 One

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 racing game titled “Apex One.” Use a third-person, smoothly trailing follow camera behind a Formula-style single-seat open-wheel car. The goal is to complete 3 laps of a looping street circuit as quickly as possible and improve the best lap time. The game should be playable with keyboard and touch controls.

World and camera: Build a large closed road from a smooth, irregular looping spline circuit, viewed from behind and slightly above the player. Use a pale blue sky/background with atmospheric fog, a large flat green grass ground plane, and strong soft shadows from a bright sun. The road is dark gray asphalt, about 14 world units wide, with a wider gray shoulder. Add red and white rumble strips along the road edges. Place repeating white track barriers outside both sides, tall simple lamp posts with rectangular lamps, and several blocky grandstands with alternating light gray and red seating tiers around the circuit for a street-race/F1 atmosphere. The camera should sit roughly 9–10 units behind the car and 5–6 units above it, smoothly interpolate its position, and look ahead along the car’s heading.

Player car: Model a compact red Formula-style single-seater from simple 3D meshes: long nose, low body, dark cockpit, front and rear wings, sidepods, four black tires, a dark halo, and a light driver head. Give the car a slight visual lean/roll while steering and braking. Start it on the start grid at the beginning of the circuit, aligned with the track tangent.

Driving physics: Support forward throttle, braking, steering, acceleration, drag, speed limits, heading changes, slip, and mild lateral correction toward the road. The player should be able to drive off the asphalt, but going wide must reduce maximum speed and acceleration, increase braking/drag penalties, and display the message “Too wide — stay on the circuit.” If the car gets very far from the circuit, gently pull it back toward the nearest track point and reduce speed. Pressing R must reset the car to the nearest track point, align it with the track, reduce its speed, and show “Car reset.” Do not add weapons, pickups, damage, fuel, or drifting systems beyond the simple slip behavior.

Race flow: The start screen initially covers the scene with a dark translucent overlay and a centered dark rounded card. Show the title “Apex One,” the description “Drive a single-seat racer around a fast street circuit. Stay on the tarmac, clip the apexes, and beat your best lap.” Include two instruction boxes labeled Desktop and Phone, a prominent red “Start Race Weekend” button, and a secondary “Reset Best Lap” button. Starting a race places the player on the grid and begins a countdown: show five red start lights that illuminate in sequence, with large centered countdown text progressing through 3, 2, 1, then “GO.” Only after the countdown should the race become live. The race ends after the third completed lap, shows “Finish” in the countdown area and a message containing the total time, then returns to the start screen shortly afterward.

Traffic: Add three simple AI Formula cars circulating continuously around the same circuit as traffic, offset laterally from the center line. Use blue, orange, and green cars with slightly different constant circuit speeds and starting positions. They should follow the track automatically and mildly interfere with the player when very close by slowing the player and nudging it away; they are not opponents with a displayed ranking or weapons.

Controls: On desktop, Arrow Left/Right or A/D steer, Arrow Up or W accelerates, Arrow Down/S or Space brakes, and R resets the car. On smaller screens, show four large bottom touch buttons: left and right steering buttons on the lower left, and brake plus green throttle buttons on the lower right. Buttons act while held and visibly respond when pressed. Keep the game full-screen and prevent page scrolling.

HUD: Overlay a dark translucent rounded top panel with four live stats: “Lap” showing “1 / 3” initially, “Speed” in km/h, “Lap Time,” and “Best.” Display live current-lap time in mm:ss.mmm format and show “--:--.---” when no best lap exists. Add a centered temporary message panel for status messages and a small hint reading “Arrow keys / WASD — R resets the car.” Best lap time must persist in browser localStorage and the reset button must clear it. Lap completion occurs when progress wraps from the end of the circuit to the beginning; record the completed lap, update the persistent best if faster, and show either “New best lap” or “Lap complete.”

Visual style: clean, polished low-poly/primitive 3D presentation with realistic soft lighting and shadows, dark navy translucent glass-like UI panels, white bold typography, muted blue-gray secondary text, red primary accent, yellow brake touch button, and green accelerator touch button. Keep the circuit and car clearly visible behind the HUD. Expose race state and player transform through window.getGameState(), and allow corresponding race/player fields to be patched through window.setGameState(patch).

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