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Car Driving Simulator 1.0

  • 3d
  • driving
  • simulator
  • low-poly
  • sandbox
0
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About Car Driving Simulator 1.0

A simple car driving simulator. -> Right and left keys reversed.

How to play

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

Discussion

Nobody has said anything about Car Driving Simulator 1.0 yet. Play it, then tell Ömer Cihangir Acar what you would add next.

Make your own game

Car Driving Simulator 1.0 was built by Ömer Cihangir Acar 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 Car Driving Simulator 1.0 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 Car Driving Simulator 1.0

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 simple playable 3D third-person driving simulator titled “Maplewood Drive” (the source title is “Car Driving Simulator (1.0)”). Use a lightweight Three.js-style scene with a fixed chase camera behind and above the player car, looking toward the car’s forward direction. The player drives a blocky red car around a small low-poly suburban map. The car should be a simple boxy model: red rectangular body, light blue/cyan glass cabin or windshield, and four small dark wheels. Start it near the lower/near end of the central road, facing forward into the environment. The chase camera should smoothly follow behind the car and look slightly above it; as the car turns, the camera follows its heading.

Build a flat green grass ground area under a dark charcoal-gray road network made from broad intersecting straight road strips. Include pale yellow rectangular dashed lane markings at regular intervals down the roads. The visible town should contain several sparse low-poly suburban props around the roads: simple cream/off-white rectangular houses with muted blue-gray flat roofs and red doors, green cylindrical/conical-looking trees with brown trunks, and thin dark streetlamp poles topped with short yellow horizontal lamp heads. Keep the geometry and materials clean, simple, and stylized, with no textures required. Use a pale sky-blue background and subtle distance fog matching the sky. Light the scene with soft ambient/hemisphere lighting plus a warm directional sun so the shapes have gentle shading.

Driving is continuous and physics-light, with no missions, traffic, collisions, enemies, damage, timer, score, or win state. Implement acceleration and friction: holding accelerate increases forward speed up to roughly 16 internal units, releasing it gradually slows the car, and holding brake rapidly reduces speed. Holding reverse moves backward to roughly -7 internal units. Steering gradually eases toward the input and rotates the car while moving; steering effectiveness scales with speed, and reversing should invert the turn direction naturally. Clamp the car within the bounded town/ground area rather than allowing it to drive infinitely away. Show the current absolute speed in km/h by converting the internal speed to approximately speed × 6 and rounding it.

Desktop keyboard controls: W or Up Arrow accelerates, S reverses, A or Left Arrow steers left, D or Right Arrow steers right, and Space brakes. Preserve the stated original author note that the right/left behavior is intended to be reversed if that is part of the target’s control feel, but the visible source implementation maps A/Left to steer left and D/Right to steer right. Also provide touch/mouse-friendly on-screen hold buttons along the bottom: STEER LEFT and STEER RIGHT on the lower left, and REVERSE, BRAKE, and a wider ACCELERATE button on the lower right. Buttons must respond while held, visually depress/change color, and release cleanly on pointer-up/cancel/leave. Make the controls usable on mobile with a full-screen, no-scroll canvas.

Add a minimal overlay HUD above the 3D scene. In the upper-left place a dark translucent rounded rectangle reading “MAPLEWOOD DRIVE” in large bold white uppercase text. In the upper-right place another dark translucent rounded rectangle showing a large “0 km/h” style speed readout and the smaller instruction “WASD to drive · Space brake.” Use a dark navy/charcoal translucent UI palette, white bold typography, rounded corners, and subtle shadowing. The world should remain visible beneath the HUD and bottom controls. Render responsively to the viewport, preserve the chase-camera composition on resize, and start immediately in the driving state.

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