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Arcade › Dust Circuit

Dust Circuit

  • 3d
  • racing
  • arcade
  • desert
  • low-poly
  • drifting
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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. arleijunior built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Dust Circuit yet. Play it, then tell arleijunior what you would add next.

Make your own game

Dust Circuit was built by arleijunior 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 Dust 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 Dust 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 playable 3D arcade racing game titled “Dust Circuit,” viewed from a smooth third-person chase camera behind and slightly above the player’s low-poly open-wheel race car. Build the scene in Three.js or an equivalent 3D engine with a warm, stylized desert palette: a large flat orange-brown sand floor, orange sky/background with fog, strong soft shadows, simple low-poly geometry, and warm sun/hemisphere lighting.

The course is a closed oval circuit on the desert floor, approximately an elongated ellipse. Make the road a dark brown continuous ring, with a raised-looking orange sand island inside it. Place bright yellow-orange rectangular boost pads at regular intervals around the racing line (about twelve pads), oriented across the track. Scatter simple angular brown desert rocks/dune blocks outside the circuit. Add occasional red barrier objects around the outer edge and two green banner-tower structures, keeping all scenery blocky and low-poly.

The player drives an orange/yellow low-poly formula-style race car. It should have four chunky dark tires, a narrow pointed nose, body panels, a cockpit/central body, and a rear wing, and cast a shadow. Start the player near the front/right portion of the oval, with the car aligned to the direction of travel. Include two AI opponents using similarly low-poly formula cars: one green car starting on an inner lane around the left/back portion of the course and one red car starting on an outer lane around the opposite/back portion. They continuously follow the oval racing line at steady, slightly different speeds, with no combat or collisions required.

Core controls and mechanics: use W/A/S/D or arrow keys for throttle, steering, and braking/reverse input, plus Shift or Space to drift. On touch/mobile, provide left and right arrow buttons and large DRIFT and GO buttons. The car automatically advances around the course even without throttle at a slower crawl, while holding forward makes it move faster. Left/right shifts the car laterally across the track within roughly three meters of the center racing line. When a steering direction is held together with drift, rotate the car slightly into the drift and accumulate drift charge; after drifting for more than about 0.35 seconds, releasing drift converts the charge into boost. Boost temporarily increases speed substantially and then drains away. Display a visible boost percentage, and show contextual messages such as “DRIFT TO CHARGE A BOOST,” “DRIFT CHARGING …%,” and “BOOST!”.

A lap is completed when the player wraps around the oval from the high normalized track position back to the low position. The race is three laps; show lap progress as LAP 1/3, LAP 2/3, or LAP 3/3, show elapsed race time in seconds to one decimal place, and stop the race after three completed laps. On finish, show “FINISH!” in the HUD and “FINISH! Press R to race again”; pressing R resets the player to the starting position, resets laps/time/boost/drift state, and restarts the race.

Use a fixed fullscreen HUD over the 3D view. In the upper-left, place a dark translucent rounded panel with a pale gold border and subtle shadow, the title “DUST CIRCUIT” in bold cream/gold lettering, and the lap/time/boost readout. At the top center, show a dark rounded pill with a pale-gold outline containing the current instruction/message. Along the bottom center, show a dark translucent rounded help pill reading “WASD / arrows steer · Shift drift · release after a drift to boost.” Along the bottom corners, show circular left/right touch buttons and large rounded-square DRIFT and GO buttons; use dark brown translucent fills, cream borders/text, and an orange/red pressed state. Make touch controls semi-transparent on larger screens. Keep the overall visual presentation minimalist, warm, and low-poly, matching the portrait screenshot composition where the player car is prominent in the lower foreground and the oval track/scenery extends into the hazy orange distance.

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