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Dust Circuit

  • 3d
  • racing
  • arcade
  • desert
  • drifting
  • browser
0
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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. hasan3D hashemian 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 hasan3D hashemian what you would add next.

Make your own game

Dust Circuit was built by hasan3D hashemian 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 browser-based 3D arcade racing game titled “Dust Circuit.” Use Three.js or an equivalent real-time 3D engine, with a third-person chase camera following a small green racing kart on an elliptical desert circuit. The scene should have a warm stylized low-poly look: an orange/tan desert floor, orange atmospheric background and fog, soft strong sunlight and shadows, scattered flattened dune mounds around the course, tall green cacti, chunky rock/cliff props, and a dark brown raised/ribbon-like oval track. The circuit is an ellipse roughly 26 units wide by 16 units deep, with a track width around 3.4 units. Put short pale yellow lane dashes around the center of the track, red barrier props along both track edges, and a green race banner/start structure near the back portion of the course. Load or create a compact green racing-kart model with visible wheels and a rear-facing chase view. Keep the camera elevated behind the kart, smoothly following it and looking toward a point slightly above the vehicle; show a broad view of the desert and track ahead. The kart begins stationary on the circuit and drives continuously around the loop according to its speed.

Implement the actual driving model: W or Up Arrow accelerates, S or Down Arrow brakes/slows, and A/D or Left/Right Arrow steer laterally across the track. Speed accelerates while gas is held and naturally decelerates when released; braking reduces it more strongly. Clamp normal speed around 10 internal units and boost speed around 14. The kart advances around the elliptical loop based on speed, while steering shifts its lateral offset and clamps it inside the track. Holding Space while steering and moving above moderate speed initiates a drift: steering becomes stronger, lateral motion is less damped, and a drift charge fills over time up to 100%. Releasing drift after a meaningful charge ends the drift and grants a temporary boost lasting about two seconds, increases speed, and displays BOOST. If drift is not active, show DRIFT READY; while actively drifting show DRIFTING. Include subtle lift/bobbing while boosted. The game tracks three laps; increment the lap after each full circuit and stop the kart when the third lap is completed, changing the lap display to FINISH. There are no enemies, weapons, pickups, or combat mechanics, and the red barriers and environmental props are scenery rather than a separate obstacle system.

Add a fixed HUD over the canvas. In the upper-left, use a dark translucent rounded panel with warm cream text: title “DUST CIRCUIT,” Lap showing “1 / 3” initially, Speed showing “0 km/h” initially and updating from the vehicle speed, Boost showing DRIFT READY/DRIFTING/BOOST!, and a narrow dark boost meter with an orange-to-pale-yellow fill representing current drift charge. In the upper-right, show a matching dark translucent hint panel reading “WASD / arrows to drive” and “Hold SPACE to drift · release to boost.” On touch/mobile layouts, place translucent rounded controls along the bottom: left and right steering buttons on the lower left, a centered DRIFT button, and down/brake plus up/gas buttons on the lower right. Support pointer/touch press-and-hold behavior, keyboard input, responsive resizing, and prevent touch scrolling while playing. Use soft shadows, ambient hemisphere lighting, warm directional sunlight, mild fog, rounded translucent HUD styling, and a saturated orange desert palette matching the supplied screenshot.

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