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Racing Cars

  • 3d
  • racing
  • arcade
  • cars
  • third-person
  • mobile
  • low-poly
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. Emmanuel Alemu built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Racing Cars yet. Play it, then tell Emmanuel Alemu what you would add next.

Make your own game

Racing Cars was built by Emmanuel Alemu 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 Racing Cars 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 Racing Cars

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 racing game titled “Racing Cars,” built with Three.js and designed for both desktop keyboard and mobile touch controls. Use a third-person chase camera behind the player’s car, following a winding road through a stylized sunset city. The visual style should be low-poly and game-like: a blue-gray sky with fog, warm directional sunset lighting, dark green ground, simple colorful blocky city buildings with glowing yellow windows, curbs, yellow road markings, and Kenney-style compact race-car models. Cast soft shadows and keep the scene readable and colorful.

Start on a full-screen cover screen over a city/race-car background with the large yellow “Racing Cars” logo and an “ENTER WORLD” button. Entering the world opens a dark teal menu with a wallet showing 25 coins and 5 diamonds, a “Choose your race” section, and two modes: “Offline Mode” and “Online Mode.” Offline Mode explains that the player races against 8 bot cars and unlocks cities by winning. Online Mode is explicitly a preview: show a lobby modal with room “RACING-CITY-01,” 1 human + 8 guests, and explain that local guest AI is used until a real server is connected. Both modes should start the same local race.

Include a garage on the menu. Show a 3D showroom area with rotating cars and seated blocky character models, plus a “REPAIR CAR · 10 COINS” button. Provide a responsive grid of selectable cars with names and stats for acceleration and top speed. The starter cars are unlocked, while many later cars cost diamonds; include a selection highlight and prevent selection of locked cars with a message. The garage roster should include cars such as Konsgiaa, LamorGina, Ferarri, Bugati X, Pagani Z, BMW M-R, Honda Type-R, Volkswagen GTI, Street Racer, Future GT, City Sedan, and Taxi Sprint, followed by additional generated car entries. Display each car’s acceleration and top speed in km/h and its unlock price. Repairing restores damage to 100% for 10 coins, if the player has enough coins.

When starting a race, show a brief loading screen while building the city. Generate a long, winding spline road made from repeated dark road segments, with narrow pale curbs and intermittent yellow center marks. Place simple towers/buildings along both sides, sunset illumination, fog, and 30 floating gold ring-shaped coin pickups positioned across the road’s lanes. The race environment is labeled “MIAMI SUNSET CITY” in the HUD. Spawn the selected player car and 8 rival cars near the starting line; rivals use orange, green, white, and red cars and drive automatically around the same loop.

Use a three-lap race. Begin with a countdown/audio cue, then enable driving after roughly three seconds. The player’s car follows the road progression while steering changes lane position: left/right steering uses A/D or the left/right arrow keys, and touch buttons labeled with left/right arrows. Accelerate with W, the up arrow, or a large up-arrow touch button; brake with S, the down arrow, or a down-arrow touch button. Use Space or E, or a “BOOST E” touch button, for nitro/boost. Boost only functions while moving and consumes a 100-point nitro meter; nitro refills gradually when unused. Use Shift or a “DRIFT” touch button to drift while steering at speed, visually altering the car’s yaw. Add a braking effect, speed drag, boost acceleration, engine audio, boost audio, pickup sounds, crash sounds/feedback, and mobile haptic vibration where supported.

The race HUD should be a translucent dark interface over the 3D scene. At the upper left show “RACING CARS” and the city name. At the upper right show position out of 9, lap out of 3, checkpoint out of 12, speed in km/h, elapsed time, coins, a NITRO bar, and a DAMAGE bar. Include a pause button at the top center. At the lower right show a small “TRACK MAP” minimap with a red player dot moving around a simple yellow loop. At the bottom provide touch control clusters: left/right on the left side and brake, accelerate, drift, and BOOST E on the right side. Keyboard controls must work in parallel with touch controls.

As the player drives, update the road position and camera smoothly, collecting a coin when the car comes within range; hide collected coins, add one coin to the wallet, update the HUD, show a short “+1 coin” toast, play a pickup sound, and vibrate briefly. Rivals should advance around the track independently and determine the player’s displayed position. If the player hits a rival, reduce damage by 12, reduce speed, show a “CRASH! Damage -12” toast, and vibrate. Damage cannot go below zero. At zero damage, stop the race and show a results modal explaining that the car was totaled and must be repaired in the garage.

On completing the third lap, stop the engine and show a “Race Complete” modal with the city and finish time. Award 25 coins and 5 diamonds, increment the unlocked-city/car progression, and offer “GARAGE” and “RACE AGAIN” buttons. Include pause, resume, restart, and quit-to-menu flows. Keep the online mode as a local-AI simulation rather than implementing networking. Use dark navy/teal panels, rounded cards, yellow-gold highlights, large bold uppercase typography, responsive mobile layout, and a clean arcade presentation matching the provided screenshot’s compact HUD, bottom touch controls, and central modal styling.

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