Appearance
Arcade › Buggy Live Simulator
Click the game above and it runs right here in your browser. No download, no installer, no account needed. T3tou built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Buggy Live Simulator yet. Play it, then tell T3tou what you would add next.
Buggy Live Simulator was built by T3tou 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 Buggy Live Simulator 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 rally game titled “Rally Dust,” using a low-poly Three.js-style presentation. The camera is a trailing third-person chase camera positioned behind and slightly above the player’s small buggy, looking toward the buggy and the track ahead; it is not a cockpit view. Render a large sandy desert ground plane under a muted gray-green sky with matching atmospheric fog, warm directional sunlight, soft shadows, and a sparse set of stylized desert rocks scattered around the course. Build a wide closed procedural rally loop on the sand. The loop should be an irregular oval made from a smooth repeating spline, roughly 70 units across, with a broad dark brown compacted track surface and a wider burnt-orange/brown shoulder or edge beneath it. Add four simple pale checkpoint gate markers around the loop: thin vertical posts with small horizontal flags. The player starts near one end of the loop and completes three laps; detect lap completion when the vehicle crosses the start area after traveling sufficiently far around the course. Keep the course visually readable but do not add invented scenery, weapons, collectibles, or opponents. The player vehicle is a compact stylized off-road buggy/race car. Use a dark forest-green/charcoal rectangular chassis, black seat, dark roll bar, four chunky black wheels, and a small imported-looking green/gray race-car body layered onto the buggy. Place it low over the sand and cast a soft shadow beneath it. The vehicle has inertia: acceleration gradually builds speed, releasing the throttle causes drag, steering rotates the vehicle based on its current speed, and a handbrake makes it lose speed more quickly and reduces grip for drifting. Leaving the track should gently steer/correct the buggy back toward the nearest track point and reduce speed rather than stopping it abruptly. Controls: W or Up Arrow accelerates; S or Down Arrow reverses/brakes; A or Left Arrow steers left; D or Right Arrow steers right; Space is the handbrake/drift; Shift is turbo, raising the speed cap; R resets/restarts the race. Include touch controls on narrow screens: left/right circular buttons plus DRIFT and GAZ buttons. Clamp the vehicle to a reasonable forward/reverse speed range, animate wheel rotation while moving, and smoothly interpolate the chase camera so it follows behind the vehicle and looks at its upper body. Add a start overlay covering the scene with a dark translucent gradient and centered dark rounded card. The card says “Épreuve désert · 01,” has the large title “Rally Dust” with “Dust” in warm orange, describes a desert buggy race with three laps, loose sand, drifting, inertia, variable grip, and handbrake, and has a full-width orange “Démarrer la course” button. The race remains paused until this button is clicked. Pressing R should reset the buggy to its starting position, reset lap and timer, and begin again. After the third lap, stop the race and change the bottom hint to “Arrivée ! Appuie sur R pour recommencer.” Use a fixed translucent dark HUD over the game. At top left show the title “Rally Dust” and a large numeric speed with “km/h.” At top right show three stats labeled in French: “Tour” with lap “1/3” through “3/3,” “Temps” with a timer formatted like “00:00.0,” and “Position” showing the static value “1/4.” At the bottom center show the French control hint “WASD / flèches pour piloter · Espace frein à main · Shift turbo · R recommencer.” Use rounded panels, subtle borders, blur, shadows, white/cream text, and an orange accent consistent with the desert palette. On mobile, move the hint upward above the touch controls and show the touch buttons; on desktop hide touch controls. Keep the visual style minimal, warm, atmospheric, and low-poly with no minimap or extra gameplay systems.