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Grand Prix 2002

  • 3d
  • racing
  • formula
  • arcade
  • time-trial
  • 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. Phúc Thịnh Nguyễn built it with Cinevva, so it works on a phone or a tablet too.

Discussion

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Make your own game

Grand Prix 2002 was built by Phúc Thịnh Nguyễn 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 Grand Prix 2002 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 Grand Prix 2002

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 browser-based 3D arcade Formula racing game titled “GRAND PRIX 2002,” using a Three.js-style 3D scene and a crisp dark motorsport telemetry HUD. The game should open on a title card centered over the scene with the heading GRAND PRIX 2002, subtitle “ORIGINAL BROWSER RACING SIM,” and two buttons: “START QUICK RACE” and “TIME TRIAL.” Under them show the instructions “Arrow keys / WASD to drive · Space to brake · R to reset” and “Albert Park-inspired street circuit · 5 laps · dry conditions.” Clicking either button hides the card, starts the race, resets the car and telemetry, and briefly shows a top-center “FORMATION LAP” banner for about 2.5 seconds. Quick Race and Time Trial can use the same driving mechanics; retain the selected mode internally.

Create a third-person chase-camera racing view of a closed, looping Albert Park-inspired street circuit on a broad green grass plane. The track is a long, irregular rounded circuit made from a smooth Catmull-Rom-like sequence of bends, about 10 units wide, with dark charcoal asphalt, a red kerb continuously along one edge and a white kerb along the other. Place many small rectangular red/white trackside barrier blocks around the outside and alternating dark grandstand structures with rows of white or yellow seats. Use realistic-ish but stylized low-poly materials, shadows, fog, a pale blue-gray sky/background, and directional plus hemisphere lighting. The camera follows behind and slightly above the player, smoothly interpolating to a position roughly 6.8 units behind and 2.9 units above the car, looking toward the car; when idle on the menu, use a static elevated camera looking at the start area while the player car slowly rotates.

The player is a low-poly open-wheel/F1-style car named as a 2002 Ferrari: bright deep red body, white/silver accents, a pointed nose, dark blue-tinted cockpit, front and rear wings, and four dark wheels. Start it on the circuit at zero speed. Add seven AI open-wheel cars distributed around the course, visibly colored blue, gray, silver, green, dark gray, dark red, and yellow/gold; they follow the racing line continuously at slightly different fixed speeds and small lateral offsets. The player begins in position P1. AI cars do not need sophisticated overtaking or collision behavior, but must visibly circulate while the race runs.

Implement driving with Arrow keys or WASD: Up/W applies throttle and accelerates toward a maximum internal speed of 92; Down/ArrowDown or Space applies strong braking; Left/A and Right/D steer and shift the car laterally relative to the current track frame. Without throttle the car decelerates. Keep the player constrained to the track line with a modest steering offset rather than free-roaming physics. Orient the car along the track tangent and smoothly move it toward its target position. Advance progress based on speed, increment the lap whenever one full circuit is completed, and make the event five laps. Press R at any time to reset progress, speed, lap, fuel, wear, damage, and elapsed time, placing the player back at the start. The displayed gear is N below 2 speed, otherwise automatically show gears 1 through 7 based on speed. Convert the internal speed to a large displayed speed in km/h, padded to three digits.

Display a fixed, non-interactive telemetry HUD over the 3D canvas with transparent navy/black gradient panels, thin blue-gray borders, subtle inset shadows, white bold values, muted gray labels, yellow highlights, and cyan weather text. Top-left panel: POSITION with P1, LAP showing “1 / 5” initially, LAP TIME showing “00:00.000,” and three sector rows initially “--:--.---”; the sector values can remain placeholders because the original mechanics do not update them. Top-right panel: ENGINE showing a temperature in yellow (initially about 92°C and rising with speed), FUEL initially “78.4 L,” TYRE WEAR initially “2%,” DAMAGE initially “0%,” and WEATHER “CLEAR” in light cyan. Bottom-left panel: “TYRE TEMPERATURE” in yellow with a 2x2 readout FL, FR, RL, RR; initial values are approximately 84°, 86°, 88°, and 90°, with temperatures rising with speed and small rear/steering offsets. Bottom-center, show a very large padded speed such as “000,” the unit “KM/H,” and a large yellow gear indicator initially “N.” Beneath it place two labeled horizontal gauges, THROTTLE and BRAKE: dark blue-gray bordered tracks with yellow throttle fill and red brake fill, each responding directly to the current input and empty when not pressed. On narrow screens, reduce panel widths and type sizes while keeping the HUD usable.

Update telemetry continuously: lap time in mm:ss.mmm, lap count capped visually at 5 / 5, fuel decreases slowly while throttle is held, tyre wear increases from steering, and damage increases only when the steering offset becomes excessive. Preserve the clean dark-blue cockpit-dashboard aesthetic of the supplied screenshot, with no extra weapons, pickups, weather changes, pit stops, or invented race systems. Ensure the result is immediately playable in a browser with responsive canvas resizing and keyboard controls.

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