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Arcade › Drift Loop

Drift Loop

  • 3d
  • racing
  • arcade
  • time-trial
  • driving
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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. Eo2j2n Ixjcif built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Drift Loop yet. Play it, then tell Eo2j2n Ixjcif what you would add next.

Make your own game

Drift Loop was built by Eo2j2n Ixjcif 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 Loop 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 Loop

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 3D arcade racing game titled “Drift Loop.” Use a Three.js-style real-time 3D scene with a third-person chase camera following a small stylized race car around a wide rectangular/oval loop circuit. The camera should sit behind and above the car, smoothly follow its position and heading, and look toward a point slightly above the car; use a perspective field of view around 52 degrees. The environment is minimal and clean: a pale blue sky-colored background with matching distance fog, a flat green grass field, soft directional sunlight, ambient hemisphere lighting, and soft shadows. Surround the circuit with a few low-poly racing-game trees: large trees near the four outer corners and smaller trees around the sides, with no buildings, opponents, weapons, or other traffic.

Build the track as a dark charcoal road loop on top of the grass, approximately 18 units wide on the straight sections. It is an elongated rectangular/oval circuit made from two horizontal straights at z=-12 and z=12, two vertical side sections at x=-8 and x=8, and diagonal connector pieces at the four corners. Add narrow off-white curbs along the outside edges of the top, bottom, left, and right sections. Add a short row of small yellow center markings across the middle of the course around z=0. Keep the road and scenery simple, geometric, and low-poly, matching the subdued blue/green/charcoal visual style shown.

Place a single stylized race car at the starting area near (x=0,z=10), facing down the track toward negative z. Load or create a compact generic race car model with visible shadows, and scale it to roughly 1.2 scene units. The car is driven with arcade physics: acceleration when holding Up/W, natural deceleration when throttle is released, braking/reverse with Down/S, and steering with Left/A and Right/D. Steering changes heading more strongly at higher speed. Forward motion follows the car’s current heading; allow reverse speed down to about -4, normal forward speed up to about 12, and boosted forward speed up to about 17. Holding Shift while accelerating provides the boost acceleration and higher speed cap. Clamp the car within the broad outer bounds of the course (roughly x=-9.1..9.1 and z=-13.1..13.1). If it enters the central grass/infield region, gently push it outward and reduce speed rather than using a harsh reset; the infield is the rectangle where abs(x)<5.2 and abs(z)<8.8.

Implement a three-lap race with no AI competitors. Track progress using four sequential checkpoint zones around the loop: the start/bottom-side zone near z>7 and abs(x)<4, then the right side x>7, then the far/top zone z<-7 and abs(x)<4, then the left side x<-7. Only advance when the player enters the next checkpoint in order. Completing the left-to-start transition increments the lap. Start at Lap 1/3 and count upward; after the third completed lap, stop the car/race and show the message “Finished! Press R to race again.” Pressing R at any time should reset speed, heading, elapsed time, lap, checkpoint progress, finish state, and car position to the starting line.

Add a fixed screen HUD over the 3D view. In the upper-left, show a dark translucent rounded panel with the yellow uppercase title “DRIFT LOOP,” then “Lap 1/3 · 0.0s” and “Speed 0 km/h.” Update elapsed race time in tenths of a second while driving and show speed as a rounded absolute speed conversion to km/h (the reference uses approximately speed*34). In the upper-right, show a dark translucent rounded instruction panel reading “WASD / arrows to drive” and “Hold Shift for boost.” Along the bottom, provide touch-friendly controls: left and right arrow buttons grouped on the lower-left, down and up arrow buttons plus a wider “BOOST” button on the lower-right. These buttons should emulate the corresponding keyboard keys while pressed, support pointer/touch input, and use dark translucent styling with rounded corners; active buttons can turn yellow. On desktop, make the bottom touch controls partially transparent. Render responsively to fill the viewport, preserve the HUD over the canvas, and keep the overall presentation sparse, polished, and arcade-like.

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