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Dust Circuit

  • 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. abdul hanan 56 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 abdul hanan 56 what you would add next.

Make your own game

Dust Circuit was built by abdul hanan 56 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 3D arcade racing game titled “Dust Circuit.” Use a warm, stylized low-poly desert setting viewed from a third-person chase camera. The player drives a small orange/yellow open-wheel race kart around an oval/elliptical dirt circuit. The track is a dark brown, flat elliptical ring approximately 5.8 units wide, surrounded by a large orange-tan sand plane; the center of the oval is a raised sandy island. Place alternating small yellow and dark-brown curb blocks around both track edges. Scatter chunky dark reddish-brown low-poly rocks outside the circuit. At the far/start side of the track, add two tall racing banner towers, one red and one green, and place several barrier-wall props around the circuit. Use soft shadows, warm sunlight, ambient hemisphere lighting, fog in the distance, and a saturated dusty orange/brown palette. Keep the visual style clean, toy-like, and low-poly, with visible object shadows.

The race begins with the player near the far side of the oval at approximately the track centerline, with the car facing along the circuit. The camera follows from behind and above the car, smoothly lagging toward a position about 8 units behind, 6.2 units above, and looking slightly above the vehicle. The camera should rotate with the car heading so the player remains centered while the oval and desert move around them. Render with perspective, soft shadows, and an orange atmospheric background.

Implement driving physics directly: forward acceleration with W or Up Arrow, reverse/braking with S or Down Arrow, and steering with A/D or Left/Right Arrow. The kart has speed, heading, and position; steering turns more strongly as speed rises, and reverse steering direction should feel appropriate when moving backward. Apply friction while on the track and stronger slowdown off the track. When the kart leaves the valid elliptical track band, gently pull it back toward the nearest point on the ellipse. Clamp normal speed to roughly -4 through 12 (with displayed speed converted to km/h by multiplying the absolute speed by 18). The player’s car should visibly follow its physics position and heading.

Add a drift mechanic: holding Space while moving faster than speed 2 and steering causes a drift. During drifting, reduce forward slip, increase turning response, and charge a drift meter. Spawn brief small golden spark particles around the kart while drifting. When the player releases Space after charging enough, consume the charge and grant a temporary boost lasting up to about 2.6 seconds; the boost increases acceleration and raises the maximum speed to about 1.55 times normal. Show the drift/boost state in the HUD, including “DRIFT CHARGING” while charging and “BOOST ACTIVE” during the boost. If Space is released without enough charge, do not activate a boost.

Add two simple AI rival karts, one red and one green, driving continuously around the same oval on separate lanes. They should follow elliptical paths at slightly different constant speeds (roughly 3.55 and 3.9 world units per second), visibly move around the circuit, and increment their own lap counts as they complete laps. They do not need collision or combat behavior. Use matching low-poly racing kart models/colors and cast shadows.

Track lap progression by detecting the player crossing the ellipse’s angle wraparound. Display a three-lap race: start at “Lap 1 / 3,” increment on each completed circuit, and after lap 3 reset the player to the start area, reset heading and speed, and begin again at lap 1. There is no weapons, health, collision damage, or finish screen.

Create a fixed HUD over the 3D view. In the upper-left, show a dark translucent rounded panel with warm light text: the uppercase title “DUST CIRCUIT,” a large “Lap 1 / 3” style readout, and a small speed readout such as “33 KM/H.” In the upper-right, show a matching panel titled “DRIFT BOOST,” a horizontal rounded meter that fills from blue through yellow to orange/red as drift charge accumulates, and a hint/status line that initially reads “HOLD DRIFT + STEER.” Along the bottom center on desktop show: “WASD / arrows to drive · Space to drift · release to boost.” On touch/mobile screens, replace that instruction with large translucent circular controls: left and right steering buttons at bottom-left; a DRIFT button, up arrow, and down arrow at bottom-right. Buttons should support press-and-hold, highlight while active, and map to the same keyboard actions. Hide mobile controls on wider desktop layouts. Use responsive full-screen canvas styling with no scrolling.

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