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Arcade › Dune Drift
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Chadrick Gazza built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Dune Drift yet. Play it, then tell Chadrick Gazza what you would add next.
Dune Drift was built by Chadrick Gazza 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 Dune Drift 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 racing game titled “Dune Drift.” Use Three.js with a third-person chase camera following a small go-kart around a closed oval desert circuit. The world should have a warm orange/sandy desert palette: a large flat ochre ground plane, orange atmospheric background and matching fog, strong warm sunlight with soft shadows, and subtle ambient hemisphere lighting. Build the track as a horizontal oval approximately 48 units wide by 30 units deep, with a dark brown road about 6 units wide, narrow golden raised/contrasting edge strips on both sides, and occasional small pale lane-marker dashes. Surround the course with sparse desert scenery: tall stylized cacti and chunky rock/cliff blocks placed outside the oval, using low-poly Kenney-style nature assets or visually equivalent simple low-poly models. Place the player kart at the near/bottom portion of the oval at the start. Use a small colorful kart model (a red/orange simple boxy kart fallback is acceptable), scaled to fit the track, casting shadows. Keep the camera behind and slightly above the kart, smoothly interpolating as it follows, looking toward a point just above the vehicle. The kart continuously follows the oval racing line. Implement acceleration and deceleration: without throttle it settles toward a moderate speed around 6, with W or Up held it targets about 10, and speed is capped around 18; releasing throttle gradually slows. A vehicle boost is earned by drifting: hold Space or either Shift key, or the on-screen DRIFT button, while moving faster than about 1.2. While drifting, build a drift meter up to about 1.8 seconds, slightly reduce speed, and allow left/right steering to rotate the kart more sharply. When drift is released after charging more than about 0.25, consume the stored drift charge and trigger a short boost lasting up to roughly 1.3 seconds, adding acceleration. If drift is not active, smoothly align the kart to the oval tangent while still allowing modest steering influence. The race is three laps; increment the lap counter when the kart crosses the start seam, clamp the displayed value at 3/3, and keep an elapsed timer running from 0.0 seconds. There is no need to add enemies, collisions, weapons, or a separate finish screen because none are part of the observed game. Add a fixed HUD over the 3D view. At the top center show three dark translucent, rounded pill panels with warm cream text: “LAP 1/3” (updating through 3/3), “TIME 0.0” (updating to one decimal), and “DRIFT” with a horizontal dark meter whose fill progresses from yellow-orange to red as drift charge accumulates. Make the HUD legible and bold with soft shadows. At the bottom center show a dark translucent rounded hint panel reading exactly: “WASD / arrows to steer · Shift or DRIFT to slide · release for a boost”. Add touch controls along the bottom: on the lower left, two rounded dark buttons labeled with left and right triangle icons (◀ and ▶); on the lower right, a wide “DRIFT” button and an upward triangle throttle button (▲). Buttons should respond to pointer/touch press and release, while keyboard controls are W/A/S/D and arrow keys for steering/throttle plus Shift or Space for drift. Prevent page scrolling during touch input. Use responsive full-screen canvas rendering, warm dark-brown translucent controls, cream text, rounded corners, and a clean stylized low-poly arcade presentation.