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Arcade › Hover Pod Circuit
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Yuvraj Rajput built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Hover Pod Circuit yet. Play it, then tell Yuvraj Rajput what you would add next.
Hover Pod Circuit was built by Yuvraj Rajput 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 Hover Pod 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.
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 browser-based 3D arcade hover-pod racing game titled “Hover Pod Circuit.” Use Three.js with a dark futuristic neon presentation. Set the scene background and fog to near-black navy (#050714), with a perspective chase camera and soft blue-white hemisphere/directional lighting, shadows, ACES-style tone mapping, and a subtle hovering motion. Build a closed oval/circuit-like track from a smooth looping Catmull-Rom curve passing through points approximately (0,0,18), (17,0,10), (21,0,-6), (10,0,-19), (-10,0,-19), (-21,0,-6), and (-17,0,10). Make the main track a thick tubular road with a dark blue metallic material, roughly 4.4 units in radius. Surround its edges with two thin glowing tubular outlines: cyan first and hot pink outside it. Place a very large, nearly black horizontal floor/void plane below the track. Add approximately 38 tiny floating cyan and pink lights around the circuit perimeter at varying radii, producing a sparse cyberpunk arena backdrop. Load simple low-poly racing-kit vehicle/environment assets: use a green race car/pod model as the player and a red version as a rival. The player starts near (0, 0.65, 18), hovering above the road, with its model rotated about 90 degrees around Y; place the red rival near (0, 0.65, 20), also facing along the starting direction. Add four green banner-tower props around the track at approximately (15,1,10), (-15,1,10), (18,1,-7), and (-18,1,-7). Add eight barrier-wall props alternating on the left and right sides near the inside/start section, using positions approximately x = +/-4.9 and z values 10, 6, 2, -2, -6, -10, -14, -18, with alternating rotations. These are visible scenery/obstacles; preserve the simple arcade feel. The playable object is a hover pod controlled directly in the arena. Start its speed at 8 and its lap counter at 1, race time at 0, and progress at 0 after the assets are ready. Keyboard controls: Arrow keys or WASD. Up/W is thrust; Down/S is braking/reverse input that reduces speed; Left/A and Right/D rotate/steer the pod. Space activates boost, but only while thrust is held. Every frame, increase speed by 12 per second while thrusting, reduce it by 18 per second while braking or by 3.5 per second otherwise, and add a further 18 per second while boost plus thrust are active. Clamp normal speed to 3–18 and boosted thrust speed to a maximum of 26. Rotate by left/right input using a rate of (1.5 + speed*0.035) radians per second. Move the pod forward in the direction represented by its Y rotation, with forward vector (sin(rotationY), 0, cos(rotationY)); keep it hovering at y=0.65 with a small vertical sine bob of about 0.06 at 5 Hz. Keep the pod inside a circular arena boundary of radius 29 by scaling its position back to that radius if it exceeds it. Do not add complex collision, damage, weapons, AI, or inventory systems—the code is a lightweight free-driving circuit demo. Track race progress by adding speed*deltaTime/160 each frame. When progress exceeds 1, reset progress to 0 and increment the lap. Display laps as LAP N / 3; after lap 3, wrap back to lap 1 rather than showing a finish screen. Race time increases continuously while the game is ready. Have the camera smoothly chase from approximately 7 units behind the pod and 4.2 units high, interpolating toward that position, and look ahead about 1.3 units in the pod’s forward direction at a target height around 1. Use a 62-degree perspective field of view. Create a fixed HTML HUD over the canvas. At the upper left, show a translucent dark navy rounded panel with cyan 1px border, cyan glow, and slight blur/backdrop effect. It should contain the bold, widely letter-spaced cyan title “HOVER POD CIRCUIT,” followed by compact light-blue readouts “LAP 1 / 3,” “SPEED 0,” and “TIME 0.0,” updating live with the actual lap, rounded speed*9, and race time to one decimal place. At the upper right, show the instructions in small right-aligned light-blue text: “ARROWS / WASD — steer & thrust” and “SPACE — boost,” on a subtly translucent dark panel. For mobile/touch play, add four bottom-left buttons in a row, each about 58x52px with rounded corners, dark blue translucent fill, cyan border, and white symbols: left triangle, down triangle, up triangle, and right triangle. They must act as held ArrowLeft, ArrowDown, ArrowUp, and ArrowRight inputs using pointer down/up/cancel/leave events. Add a bottom-right button labeled “BOOST,” with a pink border and pale pink text, acting as a held Space input. Keep the canvas full-screen with no page scrolling, use a clean system sans-serif font, and maintain the neon cyan/pink over deep-black/navy visual style. Ensure the layout responds to window resizing and the camera aspect/renderer size update accordingly.