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Arcade › Dust Circuit

Dust Circuit

  • 3d
  • racing
  • arcade
  • drifting
  • desert
  • 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. Alan NAKAMA 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 Alan NAKAMA what you would add next.

Make your own game

Dust Circuit was built by Alan NAKAMA 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.

Rebuild a Three.js browser racing game titled “Dust Circuit.” Use a third-person chase camera behind and slightly above a small red low-poly race car, following it along a narrow dark asphalt track through a warm stylized desert. The scene should use a golden-orange sand ground, a pale amber sky/background with matching distance fog, soft warm hemisphere illumination, and strong warm directional sunlight with shadows. Make the track a long winding strip assembled from short dark rectangular segments, about 10.5 units wide, with a pale center dash/stripe appearing at regular intervals. The track curves smoothly left and right rather than being straight; place the player at the start around the near end and move forward along the track’s increasing depth axis.

Load or create simple low-poly racing-kit-style models: a red player car, an orange rival car, and a green rival car. Put the two rivals ahead of the player in separate lanes and have them drive forward at slightly different constant speeds, looping them back behind the player once they get too far ahead. Add sparse desert scenery outside the road: tall and short branching cacti on alternating sides, plus pairs of red and green banner towers marking the start/finish area and another point farther down the course. Keep the visual style clean, geometric, colorful, and lightly toy-like, with shadows cast by cars, cacti, towers, and track.

Implement the core driving model. The player continuously advances along the track while the race is active. Speed is displayed in km/h as approximately the simulation speed multiplied by 9, starts at zero, accelerates toward a normal maximum when throttle is held, and decelerates if throttle is not wanted; in the original behavior, the car also automatically accelerates when no steering/drift input is active. Allow left/right steering to alter a clamped lateral offset from the road center, with lateral movement damping when not actively turning. If the player drifts while steering, preserve forward speed with slight drag, move laterally more strongly, and accumulate a drift charge. Releasing drift after a sufficiently long drift converts the charge into boost. Boost temporarily increases speed and visibly drains, and the HUD shows boost as a percentage. Penalize being at the extreme edge of the lateral range by reducing speed. Visually tilt/roll the car into steering and angle the car with the road’s curve. End the race with a finish state once the player passes the far course marker around the finish depth.

Provide both keyboard and touch controls. Keyboard: A/Left Arrow steer left, D/Right Arrow steer right, W/Up Arrow throttle, and Space drift; Enter starts from the title screen. On mobile/touch, show a large outlined circular “STEER” button at the lower left and a large outlined circular “DRIFT” over “GO” button at the lower right; pressing the right button simultaneously supplies throttle and drift, while pressing the left button steers left. Use pointer press/release behavior so controls stop when released. The right keyboard steering key should steer right even though the mobile steer control is a single left-side button.

Overlay a responsive canvas HUD over the 3D view. In the upper-left, show a dark translucent rectangular panel with cream text: “DUST CIRCUIT,” “SPEED [value] km/h,” and “BOOST [value]%.” Before starting, dim the whole view with a translucent dark overlay and center a cream title “DUST CIRCUIT,” the instruction “Drift the bends. Release to boost.” and a red rectangular “START RACE” button. Tapping the central start button begins the race. When the finish state is reached, replace the prompt with “FINISH!” and a “RACE AGAIN” button; restarting resets the car position, speed, lateral offset, drift charge, boost, race timer, and rival positions. Preserve the uncluttered mobile-oriented composition shown by the reference: the game occupies the full viewport, with the lower circular controls and upper-left telemetry panel clearly visible.

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