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Dune Drift

  • 3d
  • racing
  • arcade
  • drifting
  • desert
  • third-person
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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. robin singh built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Dune Drift yet. Play it, then tell robin singh what you would add next.

Make your own game

Dune Drift was built by robin singh 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 browser-playable 3D arcade racing game titled “Dune Drift.” Use Three.js or an equivalent real-time 3D engine with a third-person chase camera. The world is a warm stylized desert: a flat sandy-orange ground plane, orange sky/background and matching atmospheric fog, strong warm directional sunlight with soft shadows, and subtle hemisphere fill light. Build a broad dark-brown oval race track centered in the scene, approximately 24 units wide by 17 units deep, with a sandy oval island cut out of the middle. Place regularly spaced pale-yellow rectangular curb/edge blocks around the outside of the oval and occasional lighter stripe blocks. Add sparse desert decoration beyond the track: tall and short cacti, chunky rocks, and two red race banner towers near the starting area. Use low-poly/stylized racing-kit and nature-kit vehicle/environment models where available.

The player drives a red low-poly race car/kart, starting near the front of the oval at about (0, 0, 17), with two rival cars (green and orange) starting nearby. The camera follows behind and above the player, smoothly lagging toward a position roughly 7 units behind and 4.8 units above the car, and continuously looks at the car. The car should face and move according to its heading, with a responsive arcade driving model: W or Up accelerates, S or Down brakes/reverses, and A/D or Left/Right steer. Clamp forward speed to about 18 and reverse speed to about -4. Apply mild coasting friction when neither throttle nor brake is held. Keep the vehicle constrained to the oval racing area by gently pushing it inward and reducing speed if it travels beyond the outer boundary.

Implement the signature drift mechanic. Holding Space (or the on-screen DRIFT button) while steering and traveling faster than about 1.2 causes a drift: steering becomes somewhat stronger, a drift meter charges over time, and the bottom boost bar fills from empty toward full. Releasing Space after the drift has charged beyond roughly 55% consumes the meter and gives the car an immediate speed boost of about 8 (up to a maximum of 22). If Space is released without enough charge, let the meter decay instead; while drifting, the meter charges, and otherwise it gradually drains. The visual result should be an arcade desert racer rather than a simulation.

Have the two AI rivals continuously circulate around the oval track at steady, slightly offset speeds and lanes, one green and one orange, rotating to follow the oval. There is no combat, weapons, pickups, or collision system in the implemented mechanics. Track progress is represented by a three-lap HUD counter and an elapsed race timer; maintain the simple behavior of the source game where the timer runs continuously and the displayed lap starts at 1/3 and can advance based on the player’s progress/time near the starting area, capped at 3. Do not add menus, a finish screen, lives, or extra objectives.

Overlay a fixed, readable HUD above the 3D canvas. In the upper-left show a dark translucent rounded panel with a light border and bold spaced text “DUNE DRIFT.” In the upper-right show a matching panel with “LAP 1/3” (updating through 3/3) and “TIME 0.0” (updating to one decimal), plus the player’s current speed in KM/H as the code does. At the bottom center place a rounded outlined boost meter with a dark translucent interior and a yellow-to-orange/red glowing fill that reflects drift charge. Beneath it show the instruction: “Hold SPACE while turning to drift — release for a boost”. Use white bold text with a dark reddish shadow. On narrow/mobile screens, add fixed touch controls at the bottom: circular left and right arrow buttons, a wide rounded DRIFT button, and an up-arrow throttle button. These buttons should emulate the keyboard controls and hide on wider desktop screens. Render responsively to window resizing, with antialiasing, shadows, and a warm saturated orange/brown color palette matching the attached visual.

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