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Backyard RC

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  • 3d
  • driving
  • arcade
  • rc-car
  • sandbox
  • toy
  • third-person

How to play

Play right here in your browser without an account or download. Follow the controls shown in the game, and use Play fullscreen for a larger view.

Help this game get better

Made by Bevan Williams, with room for your ideas. Share what you enjoyed, what needs work, or how you could help.

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Nobody has said anything about Backyard RC yet. Play it, then tell Bevan Williams what you would add next.

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Make your own game

Backyard RC was built by Bevan Williams 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 Backyard RC 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 Backyard RC

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-playable 3D driving sandbox titled “Backyard RC” using Three.js or an equivalent real-time 3D engine. The game should be an open backyard/park RC-car playground rather than a race with laps or enemies: the player freely drives a small toy racer around a broad procedurally undulating outdoor terrain, with a third-person chase camera positioned behind and above the car and smoothly following its heading. Use a pale blue sky with atmospheric fog, bright soft daylight, directional shadows, and a stylized low-poly toy-like visual style.

World layout: make a large roughly square green outdoor terrain with subtle rolling hills. Add four dark asphalt road strips forming a loose square/cross layout (north/south horizontal roads and east/west vertical roads), with short yellow-white lane stripes. Put a large pale concrete-colored stunt pad around the center. Add two orange-brown ramps, one near the upper/negative-Z road and one on the opposite side, angled so that driving over hill crests and ramps can launch the car into the air. Scatter simple low-poly trees around the outer area: brown cylindrical trunks and chunky green cylindrical/conical crowns. Add many short gray concrete barriers in a grid-like arrangement around the central stunt area; these must act as solid collision obstacles and visibly stop/push the car back. Include a blue circular pond in a distant corner. Place three noninteractive parked toy vehicles around the map: a monster truck, vintage racer, and speedster, using simple toy-car models if available. Keep the world bounded so the player cannot drive beyond approximately +/-78 world units.

Player vehicle: use a compact toy RC racer, initially blue, with a visible dark chassis, blue rounded body/shell, four black tires, small bright headlights, and a soft dark circular ground shadow. A loaded low-poly racer model can form the main body, supplemented with simple geometric chassis/body/headlight/tire pieces. The car should sit on and conform to the terrain, rotate to its travel heading, visibly spin its tires while moving, and steer the front tires. Start it near the center of the playground. Use a simple arcade vehicle model: W/Up accelerates forward, S/Down reverses/brakes, A/Left and D/Right steer, with speed gradually decaying when no throttle is pressed. Stock top speed should be about 10 world units/sec; reverse should be limited to about 42% of forward maximum. Steering should become more responsive at speed and reverse direction when reversing.

Driving physics and feedback: implement smooth terrain-following suspension. When moving quickly over a descending terrain crest, launch the car with a short jump; apply gravity so it lands naturally. Show a small air state in the HUD. Space activates a handbrake drift: reduce grip, slow the car somewhat, allow sideways displacement while steering, and leave dark skid-mark planes behind the rear area. On dirt/grass, moving quickly should leave paired brown dirt trail marks. Determine the displayed surface as “road” on the asphalt/central road zones and “dirt” elsewhere. Barriers and tree trunks should collide with the car, push it out of overlap, reverse/reduce its speed, cancel boost, and increment a hit counter with a brief cooldown.

Boosting: place three glowing cyan rectangular boost pads with yellow arrow markings on the roads/center area. Driving over a pad while grounded should activate a temporary boost, increasing forward movement by about 11 units/sec while it lasts; show its active/ready state in the telemetry. The boost should decay over roughly one second.

Parts bay and customization: add a fixed translucent dark glass HUD panel in the upper-right titled “PARTS BAY.” Include buttons for Motor, Tires, and Body. Motor starts as “Stock”; pressing Replace toggles it to “Hot,” makes a small orange motor visual visible, and raises top speed to about 15 and acceleration to about 13. Tires start as “Street”; pressing Replace toggles them to “Offroad,” changes the tire color to brown and makes the tire animation scale slightly larger on dirt. Body starts as “Blue”; pressing Swap cycles Blue -> Red -> Green -> Blue and changes the body shell color. These changes should be immediate and should not reset driving.

HUD and controls: overlay the 3D view with rounded dark translucent panels, subtle borders, blur, and shadows. Upper-left panel should display the gold uppercase title “BACKYARD RC” and live telemetry: Speed in km/h (convert the absolute current travel speed plus boost using approximately 5x), Distance traveled in meters with one decimal, Surface (road/dirt), Drift status and amount or “Grip ON,” Air YES/NO, Boost ACTIVE/READY, and total Hits. Upper-right should show the parts bay and current part states. At the bottom center, show a compact hint reading “WASD / arrows to drive · Space drift · crest hills for airtime.” For mobile, add four bottom-left touch controls: left arrow, up/gas arrow, a DRIFT button, and right arrow. They should map to steering, throttle, and drift/brake and support pointer/touch press and release. Ensure the HUD remains readable over the world and the canvas fills the viewport responsively.

Use a perspective camera around 62 degrees FOV with smooth interpolation, generally about 7 world units behind the car and 5 units above it, looking toward the car’s upper body. Enable soft shadows, ambient/hemisphere lighting, fog, tone mapping, and antialiasing. There is no required scoring, race finish, opponent AI, weapons, lives, or menus: the core experience is free driving, drifting, jumping, bumping into obstacles, finding boost pads, and experimenting with the three cosmetic/performance part toggles.

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