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Dune Drift

  • 3d
  • racing
  • arcade
  • drifting
  • desert
  • mobile-friendly
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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. Fivem Fivem 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 Fivem Fivem what you would add next.

Make your own game

Dune Drift was built by Fivem Fivem 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 playable browser game titled “Dune Drift” using a Three.js-style 3D scene and a responsive full-screen layout. The game is an arcade desert racing/drifting game viewed from a third-person chase camera behind and slightly above the player’s compact low-poly race car. Keep the camera aimed at the car and smoothly follow it from behind as it drives; use a warm orange/tan sky-background and fog so distant scenery fades into the desert. The ground is a broad orange sand plane. Build a large oval/capsule-shaped racing course in the desert: a dark brown raised/wide track ribbon loops around a sandy inner island, with short pale cream lane markers distributed around the loop. Place bright cyan/teal rectangular boost-pad objects at intervals around the track, visibly glowing against the brown track. Add sparse desert scenery outside the course, including tall cacti, chunky rocks, and a row of racing barriers near one end, plus a finish gate spanning the track. Include a stationary green rival car somewhere on the course as scenery/opposition; it does not need AI behavior because the source game does not implement rival movement or collision logic.

The player starts near one end of the oval course, facing along the track. Implement driving with keyboard WASD and arrow keys: up/W accelerates, down/S reverses/brakes, left/A and right/D steer. Add on-screen mobile/touch controls along the bottom: circular left and right arrow buttons on the lower left, and a DRIFT button plus up and down arrow buttons on the lower right. Holding Space or the DRIFT touch button activates drifting only while the car has meaningful forward speed. Driving should have acceleration, friction, a capped forward/reverse speed, steering that turns more strongly with speed, and visibly rotate the car with its heading; smoothly steer the front wheels if the model exposes them. While drifting, reduce grip and allow stronger turning, gradually fill a boost meter, and when the meter reaches full and the drift button is released, consume the meter and give the car a speed burst. When not drifting, the boost meter drains toward zero. The cyan boost-pad meshes are decorative/visible course elements and do not need extra pad-trigger behavior beyond the drift boost mechanic.

Constrain the car loosely to the oval course: if it travels too far inside or outside the track, slow it and nudge its position inward rather than using hard walls. Count progress toward three laps based on forward travel around the oval, display the current lap as “1 / 3”, “2 / 3”, or “3 / 3”, and end the race once three laps are completed. On completion, stop gameplay and show a centered finish overlay reading “FINISH!” with “Tap or press R to race again”; pressing R resets the car, lap count, speed, boost, and race state. Do not add weapons, enemies, lives, timers, menus, or extra gameplay systems.

Use a clean, stylized low-poly/primitive-and-GLTF racing aesthetic with soft shadows, warm desert lighting, a pale yellow directional sun, ambient/hemi lighting, and fog. The HUD is fixed over the game: at the top left, a translucent dark rounded panel with gold spaced title text “DUNE DRIFT” and the instruction “WASD / arrows drive · Space drift boost”; at the top right, another translucent dark rounded panel showing “Lap 1 / 3”, “Speed 0”, and a bright cyan “Boost 0%”. Update speed numerically from the car’s absolute velocity, update boost as a percentage, and keep the HUD legible with white text and subtle shadows. On desktop the canvas fills the viewport; on narrow/mobile screens preserve the same top HUD and bottom touch controls. The overall visible composition should resemble a simple orange desert with the track and objects ahead, with the car centered in the chase view and the large touch controls overlaid at the bottom.

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