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Dune Drift

  • 3d
  • racing
  • arcade
  • drifting
  • desert
  • kart
  • mobile
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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. RISKITRI WIGIH SAYEKTI built it with Cinevva, so it works on a phone or a tablet too.

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Make your own game

Dune Drift was built by RISKITRI WIGIH SAYEKTI 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.

Read the build brief for Dune Drift

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 kart-racing game titled “Dune Drift.” Use a Three.js-style WebGL scene with a warm desert palette, third-person chase camera, simple low-poly/asset-pack visuals, and responsive keyboard plus touch controls.

World and camera: Set the scene background and fog to sandy orange (#d9984e), with a large flat sand plane extending well beyond the track. Light the scene with a warm cream/orange hemisphere light and a strong warm directional sun from the upper left/front; enable soft shadows, ambient occlusion-like shading, antialiasing, and a cinematic but bright tone-mapped look. Build the course as a broad horizontal oval/circular ring road: dark brown road surface, approximately inner radius 11.7 and outer radius 17.5, surrounded by a raised golden sand shoulder and a raised sandy inner island. Add a thin pale-yellow lane stripe around radius 14.27 and 24 evenly spaced pale rectangular dash markers around that stripe. The visible road should curve across the screen, with the car centered in a rear chase view. Place scattered stylized low-poly cacti in the surrounding desert, including alternating tall and short cactus forms at positions around the course (roughly x/z locations such as (-23,-10), (25,-8), (-22,12), (23,10), (-30,3), (30,-1), (-7,26), (10,-25), and (-2,-27)); vary their scale and rotation. Use shadow-casting cactus and kart models, and a soft dark circular shadow beneath the player.

Vehicles: Load a compact stylized go-kart model. The player kart is slightly enlarged and begins at the top/back portion of the oval, at track radius about 14.25 and angle -PI/2. Put three rival karts on the same oval, initially offset around the starting point by about 0.55 radians each; give them subtly varied colors/material hues and have them continuously circulate at slightly different fixed speeds. They are visual competitors only: no collision, weapons, or opponent AI steering is needed.

Driving and goal: The player drives around the oval for three laps. Maintain state for current lap (starting at 1/3), speed, angular position, track radius, drifting, drift charge, temporary boost, and finished state. Acceleration uses forward throttle toward a normalized speed of about 1.65; braking/reverse targets about -0.7; smoothly approach targets and clamp speed approximately between -0.35 and 2.35. Convert the normalized speed to the displayed km/h by multiplying by 18. Steering changes the player’s angular position around the oval. Normal steering should turn at roughly 0.48 + speed*0.1, while drifting steering should turn more strongly at roughly 0.85 + speed*0.22. Keep the player radius near 14.25, with a slight pull toward 14.18 during drifting. There is no off-track collision system.

Drift mechanic: Drifting is active only while the drift control is held, a left/right steering input is also held, and speed is above about 0.7. While active, fill a drift charge from 0 to 1 at about 0.55 per second, rotate the kart with the stronger drift steering, and tilt the kart slightly around its forward axis according to steering direction (about 0.12 radians). If the player releases drift after charging above 0.35, trigger a temporary “DRIFT BOOST!” message and grant a boost lasting roughly 0.75 + charge*1.2 seconds. During boost, add about 1.4 speed per second and count down the timer. When not drifting, drain charge quickly at roughly 0.95 per second. Show the boost timer in the HUD while boosting; otherwise show drift percentage.

Lap completion: Track angular progress and count a lap when the player crosses from the end of the angular range back through the start, only if speed is above 0.4. On the third completed lap, show “FINISH!” and stop the player. On earlier completions, briefly show “LAP 2” or “LAP 3.” Messages should fade in/out over about 1.15 seconds near the upper center of the screen.

Controls: Support keyboard W/A/S/D and arrow keys: W/up accelerates, S/down brakes/reverses, A/left steers left, D/right steers right, and Space activates drift while steering. Also provide large mobile-friendly press-and-hold touch buttons along the bottom: left arrow, right arrow, DRIFT, up arrow/gas, and down arrow/brake. Buttons should prevent default touch behavior, remain active while held, and visibly depress/change color when active. Use a dark translucent brown fill, white borders, rounded corners, drop shadows, and an orange active state.

HUD and composition: Overlay a fixed HUD without blocking the 3D scene. In the top-left display “DUNE DRIFT” in bold uppercase white text with letter spacing and a dark brown shadow. In the top-right display three stacked right-aligned values: “LAP 1 / 3” (updating lap), speed such as “0 km/h,” and either “DRIFT 0%” or “BOOST 1.2s.” Near the lower center show a small translucent dark pill reading “WASD / Arrows to drive · hold Space while turning to drift.” Keep controls at the bottom with steering buttons on the left and drift/throttle/brake controls on the right. Ensure the chase camera smoothly follows behind the player: camera target position should be about 7 units behind the kart along its travel direction and 3.8 units high, interpolate smoothly, and look toward the kart at about 1 unit high. Include responsive resizing for desktop and mobile aspect ratios. If the external kart/cactus models fail to load, retain simple visible placeholder geometry so the game remains playable.

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