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Dune Drift

  • 3d
  • racing
  • arcade
  • drifting
  • desert
  • low-poly
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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. CHETHAN 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 CHETHAN what you would add next.

Make your own game

Dune Drift was built by CHETHAN 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 3D arcade racing game titled “Dune Drift.” Use Three.js or an equivalent real-time 3D engine with a third-person chase camera positioned behind and above the player vehicle, looking toward the vehicle’s forward direction. The camera should smoothly follow the car and keep it centered, with a warm desert horizon and a low-poly toy-like visual style.

World and appearance:
- Fill the scene with a flat sandy desert: warm ochre/tan ground, matching tan-orange sky/background, atmospheric fog fading the distant scene, soft shadows, and warm golden lighting from above/front. Use a large circular sand ground plane.
- Build the race course as a closed oval track approximately 50 units wide and 34 units deep, with a road width of about 7 units. Make the road from many short dark-brown rectangular tiles arranged around an ellipse, creating a visibly segmented low-poly dirt track. Add occasional small pale-yellow lane marks/stripes along the track and a pale checkered-like start/finish strip across the road at the rear center of the oval.
- Scatter sparse desert scenery outside the course: several tall stylized cacti and chunky low-poly rocks, placed well away from the racing line. They should cast/receive shadows. Do not add buildings, opponents, weapons, or other vehicles.

Player vehicle and camera:
- The player drives a small orange-red low-poly off-road toy racer/kart. It should have a chunky bright orange/red body, dark gray/silver bumper or lower front/rear section, black wheels, and a broad compact silhouette. A simple box-shaped fallback vehicle is acceptable while the detailed low-poly racer model loads. The car starts near the center of the rear straight, facing forward around the oval.
- Keep the vehicle at a fixed low height above the ground, enable shadows, and use a smooth chase camera roughly 6 units behind and 4.3 units above the car, looking slightly above the car body. The camera should interpolate smoothly rather than snapping.

Driving mechanics:
- Keyboard controls: W or Up Arrow accelerates; S or Down Arrow brakes/reverses; A or Left Arrow steers left; D or Right Arrow steers right; hold Space while steering to drift. The on-screen mobile controls must provide left, right, gas/up, brake/down, and a DRIFT button with the same behavior.
- Use arcade acceleration and drag. Forward speed should be limited to roughly 15 simulation units normally and about 24 while boosted; reverse speed should be limited to about -5. Convert displayed speed to a km/h-style value by multiplying absolute simulation speed by 8 and rounding.
- Steering should smoothly approach the requested left/right input. Turn more strongly as speed rises, and reverse the turn direction appropriately when driving backward. Translate the car forward along its local negative Z axis.
- Drifting is only active while drift is held, a steering direction is held, and the car is moving faster than about 4 units. During a drift, build a drift charge from 0 to 100%, slightly reduce speed, and show the charge in the HUD. When drift is released after charging more than about 35%, trigger a temporary boost lasting up to roughly 2.4 seconds; the boost duration should scale with the accumulated charge, display a brief “DRIFT BOOST!” notification, and raise the speed cap. If drift is not held, the charge gradually decays.
- Keep the car constrained to the oval racing area: when it moves outside the ellipse, pull its x/z position gently inward and reduce speed. There is no collision system with scenery or opponents.
- Detect laps by tracking the car’s angular position around the oval and incrementing when it crosses the rear/start seam. Begin at Lap 1/3. Show “LAP 2” and “LAP 3” notifications on completed crossings; after crossing for the fourth time, show “FINISH!”, cap the displayed state at Lap 3/3, mark the race completed, and slow the vehicle.

HUD and interface:
- Overlay a dark translucent rounded rectangular panel in the upper-left with a thin pale border and warm shadow. It must read “DUNE DRIFT” in bold uppercase pale-yellow lettering and show three live values: “Lap 1/3” (updating through 3/3), “0 km/h” (live speed), and “Boost 0%” (live drift charge).
- In the upper-right show the instructional text: “WASD / arrows to drive · Space to drift · release for a boost,” right-aligned in pale cream. On small screens this should remain readable.
- Use a centered temporary rounded pill notification near the top for “DRIFT BOOST!”, “LAP 2”, “LAP 3”, and “FINISH!”.
- On touch/mobile layouts, show large translucent dark-brown controls along the bottom: circular left and right arrow buttons grouped on the lower-left, a rounded rectangular DRIFT button centered, and circular up/gas and down/brake buttons grouped on the lower-right. Buttons should highlight warm yellow when pressed. Hide these touch controls on wider desktop screens.
- The game should launch immediately into the race, with no menu or loading screen, and be playable with either keyboard or touch.

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