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Arcade › Dust Circuit

Dust Circuit

  • 3d
  • racing
  • arcade
  • desert
  • 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. Pennu Dhurwey 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 Pennu Dhurwey what you would add next.

Make your own game

Dust Circuit was built by Pennu Dhurwey 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 browser-based 3D arcade racing game titled “Dust Circuit.” Use a Three.js-style low-poly scene viewed from a third-person chase camera behind and slightly above the player’s small orange/yellow open-wheel kart. The camera should smoothly follow the kart, remain about 6.5 units behind and 3.8 units above it, and look toward a point slightly above the kart. Use a warm stylized desert palette: orange/tan sky and sand, a dark brown dirt/asphalt oval track, simple white lane markers, soft shadows, fog, and strong warm sunlight. The game should fill the viewport and support both keyboard and mobile touch controls.

Build a flat oval circuit centered in the desert. The track is a thick ring, approximately 18 units wide by 11 units deep, with an approximately 3.3-unit track width, surrounded by a large circular sandy ground plane. Place 32 small pale rectangular lane-marker stripes around the oval centerline. Add about 12 simple low-poly green cacti around the outer desert, each made from a faceted vertical cylinder with a short horizontal arm, at varied scales. Add five simple low-poly road ramps positioned around the track/inside area: east, west, north, south, and an outer-east location. They are scenery/track props and do not need special jump physics.

The player starts at the front/lower portion of the oval at approximately (0, 0.08, -11), with speed zero and facing along the track. Render the kart as a low-poly racing vehicle with a bright orange/yellow body, four visible chunky wheels, a pointed/open cockpit-like top, and darker gray details; it should cast and receive shadows. If using an asset, use a comparable stylized low-poly racing kart/car model and orient it correctly to its travel direction. The kart has simple arcade movement: accelerate while Up/W or the mobile gas button is held, naturally slow when not accelerating, and allow reverse/braking with Down/S. Clamp normal speed to roughly -2 through 10 world units per second. Left/Right or A/D steer, with ordinary steering turning the heading at about 1.65 radians per second; reverse steering direction appropriately while moving backward. Keep the kart generally on the circuit: when it moves outside the track boundary, reduce speed and gently push it back inward rather than stopping it.

Implement drifting as a held action using Space, Left Shift, or the mobile DRIFT button. Drifting only charges when the kart is moving faster than 1 and steering left or right. While drifting, increase turn rate to about 2.5 radians per second and apply a sideways slide proportional to steering and speed, giving an arcade drift feel. Show a drift-charge meter that fills over time while drifting, up to 100%. When the drift button is released after charging more than a small threshold, empty the meter and convert the charge into a temporary boost; the boost should add strong acceleration for a short duration (charge multiplied by about 2.8 seconds of boost time), with an additional roughly 8 units/sec acceleration while active. The HUD should visibly communicate this mechanic.

Count laps when the kart completes a forward wrap around the oval, and display up to three laps. Start with “LAP 1 / 3”; update the counter after each completed circuit, capped visually at “LAP 3 / 3.” Display current absolute speed as a rounded value multiplied by 18 and followed by “KM/H.” Do not add weapons, opponents, health, coins, or other mechanics.

Overlay a clean fixed HUD matching the warm arcade aesthetic. At top left, show large bold white text with a subtle dark-brown shadow: “DUST CIRCUIT.” At top right, right-align bold white text for the lap count, speed, and “DRIFT CHARGE,” followed by a rounded horizontal meter about 150 by 10 pixels with a white border, dark brown empty background, and golden-yellow fill. At the bottom center, show a small dark translucent rounded hint reading “WASD / ARROWS DRIVE · SPACE DRIFT · RELEASE TO BOOST.” On narrow/mobile screens, hide that hint if needed and show four large translucent dark-brown rounded buttons along the bottom: left arrow, right arrow, DRIFT, and an up/gas arrow. Buttons should have pale borders, white labels, and a pressed orange state. On desktop, hide the touch controls. Ensure pointer/touch events work for holding and releasing buttons, while keyboard controls work simultaneously. Use responsive resizing, atmospheric fog, antialiasing, shadows, and a warm low-poly presentation consistent with the screenshot.

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