Arcade › Drift Circuit
Click the game above and it runs right here in your browser. No download, no installer, no account needed. vishvap417 built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Drift Circuit yet. Play it, then tell vishvap417 what you would add next.
Drift Circuit was built by vishvap417 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.
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 kart racer titled “Drift Circuit” using Three.js. Show a full-screen third-person chase camera behind a small stylized kart, with the camera about 9 units behind and 4.2 units high, smoothly following and looking at the player. The world is a simple bright low-poly racing scene: a large flat ground plane, strong warm sun and soft shadows, colored sky/fog that changes by track, a very dark asphalt road ribbon with thin white edge lines, a white center line, occasional red-and-white curbs, and a red start/finish gantry with dark poles. Place scattered desert/nature props outside the road (tall and short cacti and large rocks), keeping them away from the track. Use a Kenney-style kart model for the player and four AI karts, with AI colors blue, red, green, and yellow. AI racers begin staggered around the circuit just behind the player and continuously follow the sampled racing line at roughly 27–33 speed, emitting small dust puffs. The main menu should be an opaque nearly-black centered overlay titled “DRIFT CIRCUIT,” with subtitle “Choose your track,” five selectable cards and a large orange “START RACE” button. The five tracks must be selectable and materially different while using the same narrow road width: (1) “Corkscrew,” a dense spiraling series of tight hairpins; (2) “Switchback Pass,” repeated violent 180-degree zigzags; (3) “Urban Grid,” a sharp right-angle block maze; (4) “Lightning Chicane,” long straights interrupted by repeated tight chicanes; and (5) “Tangled Web,” irregular chaotic looping turns. Each card includes the visible descriptive text and an “INSANE” difficulty badge. Selecting a card may immediately start the race, and the start button starts the currently selected track. Reset the player and AI to their starting positions whenever a track is selected. Implement arcade driving with keyboard and touch controls. Keyboard controls: W or Up Arrow accelerates, S or Down Arrow brakes, A/Left Arrow and D/Right Arrow steer, and Space (also either Shift key) engages drifting. On coarse/touch devices show four large translucent circular controls at the bottom: left, right, DRIFT, and GAS. Acceleration should build speed toward a normal maximum of about 34; braking and releasing gas decelerate. Steering changes heading more strongly as speed rises. The kart should move in its heading direction with smooth movement-heading interpolation. Going outside the narrow road slows the maximum speed to about 45%. The key mechanic is drift-to-boost: while moving faster than roughly 45% of normal speed, hold drift while steering to begin a drift. During a drift, maintain a separate drift angle, charge drift time up to about 2.2 seconds, slightly lose speed, and leave pale dust behind the kart. Releasing drift (or slowing too much) converts a charge over 0.4 seconds into a temporary boost: short, medium, or long charge gives approximately 0.55, 1.0, or 1.6 seconds of boost. Boost raises the speed cap to about 46, causes orange dust, and briefly widens the chase camera field of view from 70 to 82 degrees. Visually yaw the kart slightly into the drift. Expand and fade flat dust sprites behind drifting/boosting karts. Race HUD must remain over the 3D scene. At top-left show bold “LAP 1” and a live lap timer in the format 0:00.0; after a completed lap also show the best lap. At bottom-right show a large white speed readout in km/h, converting the internal speed so 34 corresponds to roughly 116 km/h. Just above it show a 140px rounded dark drift-charge bar, empty when not drifting, changing from blue to orange to yellow as it fills. When a charged drift is released, show a centered yellow “BOOST!” message briefly. On desktop, show the bottom-left instruction text “↑/W gas ←→/AD steer SPACE drift → release to boost.” Track progress is found by nearest point on a closed sampled centerline; mark a lap after passing halfway and then crossing the start area, incrementing the lap and resetting the lap timer. Render at full viewport size with antialiasing, shadows, ACES-style tone mapping, atmospheric fog, and responsive camera aspect ratio. Keep the visual style clean, colorful, minimal, and arcade-focused rather than photorealistic.