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Drift Circuit

  • 3d
  • racing
  • arcade
  • drifting
  • time-attack
  • low-poly
  • night
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. Oleg Sidorkin built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Drift Circuit yet. Play it, then tell Oleg Sidorkin what you would add next.

Make your own game

Drift Circuit was built by Oleg Sidorkin 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 Drift Circuit 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 Drift Circuit

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 playable Three.js-style arcade driving game titled “Drift Circuit.” The player drives a small futuristic low-poly spy car around a closed elevated mountain circuit during a 60-second time attack, trying to earn the highest drift score before the timer reaches zero. Use a third-person chase camera positioned well behind and above the car, biased forward so the player can see the upcoming road; smoothly follow the car and look toward a point ahead of it. The scene should have a cinematic blue-black night presentation with a dark skybox, blue/purple fog, soft bloom around emissive lights, shadows, and a low-poly neon-on-asphalt aesthetic.

Build a continuous closed Catmull-Rom-style circuit with a dark asphalt road approximately 9.2 world units wide, winding through a large mountainous meadow. The road should rise and fall substantially through the lap, with the car conforming to the road slope via simple suspension/pitch behavior. Make the road a hard boundary: the car cannot leave the track. Surround both road edges with continuous dark blue/purple guardrails made from posts and two horizontal beams, with occasional cyan glowing roadside pylons. Collision with the rail should push the car back toward the road, remove velocity into the barrier while preserving tangential sliding/grinding, scrub a little speed, and reset the current drift chain/multiplier. Off-road contact should stop/reposition the car and heavily reduce its velocity, also resetting the drift chain.

Use the supplied SM_Veh_SpyCar_01.obj as the main vehicle if available, scaled down from centimeter units, with the supplied PolygonSpy texture and Emission_01 mask. Give it glossy dark/pink-red painted bodywork, metallic trim, dark glass, black rubber wheels, cyan emissive headlights and red emissive tail lights; hide unwanted fin/wing geometry if present. If the model fails to load, use a compact fallback car with a pink-red rectangular body, dark cabin, four black wheels, and a visible contact shadow. Animate front wheel steering, wheel rotation, and basic suspension movement. Add working forward-facing headlight cones/lights and make emissive lights bloom.

Implement custom arcade car physics rather than realistic simulation. Controls: W or Up Arrow accelerates; S or Down Arrow brakes while moving forward and reverses at low speed; A or Left Arrow steers left; D or Right Arrow steers right; Space engages the handbrake. Allow momentum and large slip angles: steering changes yaw, lateral tire grip damps sideways velocity, and handbrake substantially reduces rear grip and increases oversteer/yaw response to make drifting easy to initiate. Cap maximum speed around 34 physics units/sec. On asphalt use stronger acceleration, braking, grip, and lower drag; on grass use weaker acceleration/grip and more drag. Add mild countersteer assistance so the car can be held in a controlled slide.

A drift is active only when the car is on the road, moving faster than roughly 7 units/sec, and its slip angle is greater than about 0.22 radians. While drifting, accumulate score continuously based on speed, slip intensity, and the current multiplier. Build a drift chain over time and increase the multiplier from 1.0x up to 6.0x as the uninterrupted drift continues. If drifting stops, let the chain decay after a short grace period; rail impacts and leaving the road immediately reset the multiplier to 1.0x and clear the chain. Save the best score locally between attempts. When the 60 seconds expire, stop the car, show a finish message with the final score, and require R to retry. R at any time resets the car to the start line, clears score and multiplier, resets the timer to 60 seconds, and begins a new countdown.

At the start, place the car on the track and show a short 3-2-1-GO countdown. Audio must require the player to click the audio prompt once to enable sound; before that, show “Click to enable audio” rather than starting the countdown. Provide engine sound whose pitch/level follows speed, tire/skid sound that follows slip amount, short impact sounds on rail contact, and countdown/finish beeps when audio is enabled.

Surround the circuit with a large procedural mountainous terrain and meadow environment. Use dark blue/green height-based terrain with rocky pale high slopes, gentle atmospheric fog, and dense animated grass blades that sway in the wind and fade with distance. Scatter the supplied Meadow FBX tree variants (birch, fruit, and meadow trees) around the road, using high/medium/low camera-distance LODs; add meadow vegetation such as sunflowers, wildflowers, bushes, rocks, and other low-poly plants where available. Keep vegetation off the driving surface and use the available Meadow textures/materials. The road should remain clearly readable against the darker terrain.

Create a minimal dark HUD overlay matching the reference: a bold spaced uppercase “DRIFT CIRCUIT” label at the lower left/top of the HUD area; a control hint reading “WASD / Arrows • Space = handbrake • R = reset”; and a rounded, thin blue-outlined rectangular status panel with three columns. Show “Speed” with a km/h value (physics speed multiplied to approximately km/h), “Time” with one decimal place starting at 60.0s, and “Score”; below them show “Best” with the locally saved best score, “Multiplier” such as 1.0x, and “Drift” showing “YES” while actively drifting or “NO” otherwise. Use clean light gray/white typography on a nearly black translucent panel. Center a large temporary banner for the countdown, “GO!”, the audio-enable prompt, and the final message such as “Time! Score 1,234 — press R to retry.” Do not add weapons, opponents, lap placement, collectibles, or other game systems: the core loop is driving, staying on the road, chaining drifts, and maximizing score within one minute.

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