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Drift Circuit

  • 3d
  • racing
  • arcade
  • time-trial
  • drifting
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. munther alsubaie 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 munther alsubaie what you would add next.

Make your own game

Drift Circuit was built by munther alsubaie 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 browser-based 3D arcade racing game titled “Drift Circuit” using Three.js or an equivalent real-time 3D engine. The game is a compact closed-loop time-trial circuit viewed from a third-person chase camera behind and slightly above a small green race car. Use a wide 16:9-capable viewport with responsive resizing. The world should have a muted stylized low-poly look: a large flat grassy field, a dark charcoal asphalt circuit, pale cream edge stripes, subtle mint/green dashed racing-line markers, soft shadows, atmospheric blue-gray background and fog, and simple trackside props. Place a few large trees, barriers, and green banner towers around the outside of the circuit, especially near the start/finish area. Light the scene with a bright warm directional sun plus cool ambient/hemisphere light, enable soft shadows, tone mapping, and fog for depth.

Build the circuit as a rounded rectangular/oval loop approximately 34 units wide by 36 units long. It should be a smooth ribbon road about 9.6 units wide, with long straight sections and rounded corners, represented by a sampled closed spline. Add pale edge lines on both sides and regularly spaced small mint-green rectangular center markers. Put a bright green start/finish gate/stripe across the road near the front straight around z=-18, with two green banner towers nearby. Start the car at the gate, on the road, facing along the circuit. The player vehicle can be a small stylized green racing car loaded from a racing-kit model if available, with a simple bright green box-shaped placeholder fallback; it should cast and receive shadows.

Core gameplay is a three-lap time trial. The car starts stationary and the lap timer initially reads 00:00.000 with the instruction “Drive through the green gate to start.” Driving forward at speed greater than 1 begins the run and starts the current lap timer. Detect progress by finding the nearest point on the closed racing spline; when the player crosses from the final section back through the start section, record the lap time, show a brief toast for the lap or a new best, reset the lap timer, and advance the lap count. After lap 3, stop the run, stop the car, and show a “RUN COMPLETE” toast. Do not add combat, opponents on the track, weapons, or extra powerups; the leaderboard is only a time display.

Driving controls: W or Up Arrow accelerates, S or Down Arrow brakes/reverses, and A/D or Left/Right steer. Apply acceleration while throttle is held, natural deceleration when it is not, and stronger braking with the brake input. Clamp velocity so the car can reverse slowly and reach a normal maximum forward speed; display speed as a rounded arcade number (the reference implementation scales the internal speed by roughly 9). Steering should smoothly interpolate toward input and rotate the vehicle proportionally to speed. Holding Space enters a low-grip drift mode: reduce grip, make steering more pronounced, and allow the car to slide/rotate more while moving quickly and turning. While drifting with meaningful steering and speed above about 4, fill a drift-charge meter from 0 to 100. When Space is released after more than a small amount of charge, consume the charge and grant a short boost, with a visible “DRIFT BOOST” toast. The boost temporarily raises the speed cap and decays quickly. Keep the car positioned at a fixed low height above the road; there is no collision/reset system required beyond the track and field presentation.

Use a smooth chase camera that follows behind the car at roughly 7 units and 4.4 units above it, easing toward its position and looking at the car. The HUD must be a dark navy, translucent glass-style overlay with rounded corners, subtle blue-gray borders, and compact uppercase labels. At the top left show a “LAP TIME” panel with a large tabular timer and a green status line. At the top right show three compact panels: “LAP” with “1 / 3” (updating through the run), “SPEED” with the current speed, and “DRIFT CHARGE” with a horizontal bar whose fill gradients from mint to yellow to coral as it fills. On the right below the top stats show a “LEADERBOARD” panel with five-or-fewer rows; initially display the reference times 01:02.418, 01:05.202, and 01:08.554 labeled with a star/“YOU” for the first row and “RIVAL” for the others. When the player achieves a best lap, append and sort times, persist the top five in local storage, and refresh the leaderboard. At the bottom center show a pill-shaped hint reading exactly or very similarly: “WASD / arrows to drive · Hold Space to drift · Release for a boost”. Show transient centered toast notifications for new best laps, lap results, drift boost, and run completion.

Make the UI responsive: on narrow/mobile screens hide the leaderboard, reposition the stats, move the hint upward, and show touch controls along the bottom—left, up, right, and down directional buttons plus a clearly labeled DRIFT button. Touch buttons should behave like held keyboard controls and visually highlight while pressed. Prevent page scrolling while using controls. Preserve the dark navy UI background while the 3D canvas fills the viewport behind it. Use precise lap formatting as MM:SS.mmm, tabular numerals, and make the overall presentation feel like a polished minimal arcade racing time trial rather than a realistic simulator.

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