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Crash Racer

  • 3d
  • racing
  • arcade
  • crash
  • low-poly
  • third-person
0
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6 plays

How to play

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

Discussion

Nobody has said anything about Crash Racer yet. Play it, then tell ryder collier what you would add next.

Make your own game

Crash Racer was built by ryder collier 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 Crash Racer 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 Crash Racer

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 "Crash Racer" using Three.js or an equivalent real-time 3D engine. The game is viewed from a third-person chase camera behind and slightly above a small green low-poly race car. Use a dark, simple stylized environment: a large flat tan/brown ground plane, a broad dark-gray rectangular circuit made from four straight road sections forming a loop, and a pale blue sky/fog horizon. Lighting should be soft daylight with ambient hemispheric light and directional sun shadows. Keep the presentation sparse and readable, matching a prototype racing game rather than a detailed world.

The circuit is a rectangular loop approximately 76 units wide and 50 units deep. The top and bottom straight roads are long east-west strips about 76 by 10 units, centered at z=25 and z=-25; the left and right straights are about 10 by 50 units, centered at x=-38 and x=38. The player starts on the bottom straight near (-30, -25), facing along the track toward the right/east. Line both sides of every straight with continuous repeated gray/silver road-bend barrier segments: inner and outer rows on the horizontal sections at z=-19/-31 and z=19/31, and inner and outer rows on vertical sections at x=-32/-44 and x=32/44. Barriers should be close-spaced, visibly forming a perimeter and creating crash targets. There are no buildings, scenery, weapons, collectibles on the track, or other invented environmental features.

Load or provide a compact green race-car model with visible wheels and low-poly styling. Add two AI opponent cars using the same model, recolored red and blue. They start beside/behind the player on the starting straight and are hidden until the race begins. The AI cars follow six rectangular-loop waypoints around (-30,-25), (30,-25), (38,0), (30,25), (-30,25), and (-38,0), turning smoothly toward each waypoint and traveling at a steady race speed. They count laps and finish after completing three laps. The HUD should show the player's approximate position out of 3 based on finish order.

The start screen is a translucent black full-screen overlay with a dark charcoal card, thin gold border, the heading "Crash Racer," text "3 laps against 2 AI bots," and a gold "Start Race" button. When clicked, hide the start panel and show a large centered countdown of 3, 2, 1, then briefly "GO!" before gameplay starts. The race is three laps, with lap progress determined by passing six checkpoint locations in sequence around the loop. Start the displayed lap at 1. On completing the checkpoint sequence, increment the lap; after the third completed lap, end the race.

Driving must support WASD and arrow keys: W/Up accelerates, S/Down brakes or reverses, and A/Left and D/Right steer. Implement acceleration up to a maximum forward speed of 24 world units/sec (display approximately as km/h by multiplying speed by 3.6), reverse down to -12, braking, natural coasting, speed-sensitive steering, and lateral grip that damps sideways sliding. Rotate the car according to steering and speed, with a subtle body roll around its longitudinal axis. The car should visibly follow its heading and the camera should smoothly chase it from behind, looking ahead farther as speed increases.

Make the camera interactive: drag the pointer/mouse to orbit around the car, clamping pitch to a low chase view up to a higher overhead view, and use the mouse wheel to zoom between roughly 6 and 18 units. The default view is behind and above the car at about 11 units distance, showing a wide section of the rectangular track and barrier rows. The renderer should fill the viewport, have antialiasing, shadows, fog, and resize with the browser.

Implement crash gameplay against barriers. Use bounding-box intersection between the car and each barrier. On impact, bounce/reverse the car's speed to roughly 38% of its magnitude, push it away from the barrier, slow it, and issue a visible flag message such as "FLAG: Barrier collision." Add bright orange/yellow spherical crash particles that burst outward and upward, then fall under gravity and disappear. Also apply a temporary soft-body-style deformation to the car mesh: distort/push its vertices in the impact direction, with stronger deformation on repeated impacts, gradually relaxing over time. The result should communicate that collisions dent or squash the car rather than merely stopping it.

The drivable track is only the horizontal lanes near z=±25 and vertical lanes near x=±38. If the player leaves those lanes, mark the car as being in sand, heavily reduce speed and grip, and show the instruction/status text "SAND! Speed and grip heavily reduced • Return to the track". Leaving the track triggers a flag. Driving backward faster than about 5 units/sec triggers "FLAG: Wrong-way driving." If the player remains on track, off throttle and off brake, and below about 4 units/sec for more than 2.5 seconds, trigger "FLAG: Driving too slowly." Rate-limit flag events so they do not fire continuously; each flag slows the car and briefly displays the reason.

Use a fixed white text HUD in the upper-left with a dark text shadow. It must display, each on its own line: "Lap: 1" (updating through 3), "Speed: 0 km/h" (updated from absolute speed), "Position: 1/3," "Coins: 0," and "Flags: 0." Under the counters, briefly show the current gold/yellow flag message. At the bottom-left show small light-gray instructions: normally "WASD / Arrows drive • Drag camera • Wheel zoom • Race 2 AI bots" and replace it while off-track with the sand warning. Keep the HUD and instructions unobtrusive over the 3D view.

When the race ends, show a translucent black full-screen results overlay with the same dark card and gold border. If the player finishes first, show "1st Place!" and state that they finished 1st and earned 100 coins. If second, award 25 coins and state the second-place result; otherwise award 0 coins. Include a "Race Again" button that reloads/restarts the race. Do not add powerups, weapons, drifting meters, health, multiple tracks, or features not described here. The visual style should remain a simple low-poly crash-racing prototype with green, red, and blue cars, dark asphalt, repeated metallic barriers, sparse tan terrain, fog, shadows, and bold minimal UI.

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