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Arcade › Route Runner
Drive a 3D city route on marked asphalt, hit cyan boost pads, follow road signs through checkpoints, and switch between chase cam and hood view as you brake, drift, and park.
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Jim Crapp built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Route Runner yet. Play it, then tell Jim Crapp what you would add next.
Route Runner was built by Jim Crapp 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 Route Runner 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 3D arcade driving game set in a city environment with the following specifications: **Camera & Perspective**: Third-person chase camera positioned behind and above the player car at approximately 4 units back and 2.4 units up, dynamically pulling further back as speed increases. Include a toggleable first-person hood view (V key) that positions the camera 0.6 units high at the car's front, looking forward. Field of view is 62 degrees for chase cam, 68 degrees for hood view. **Player Vehicle**: A low-poly race car from Kenney Car Kit scaled to 0.42, rendered with a dynamic soft circular shadow beneath it that elongates with speed. The car tilts laterally (roll) during turns and pitches forward/backward during acceleration/braking. Position starts at coordinates (-8, 0.03, -7) facing north (heading 0). **Core Driving Mechanics**: - Controls: W/Up Arrow for throttle, S/Down Arrow for brake/reverse, A-D/Left-Right Arrows for steering, Spacebar for handbrake drift, R to reset to last checkpoint, V to toggle camera view - Arcade physics with simplified handling: max forward speed 12.5 km/h on-road (18.5 during boost), max reverse -4.4 km/h, acceleration force 10.5, brake force -14 when moving forward, drag coefficient 1.05 on-road / 2.45 off-road - Steering influenced by speed (more effective at higher speeds), enhanced 1.65x when handbrake is active - Handbrake adds extra drag (2.7x) and allows drifting with lateral roll up to 0.45 radians (0.95 during handbrake) - Car flips and fails if roll exceeds 0.72 radians while traveling faster than 6.5 units for more than 0.7 seconds **Route & Road Network**: Visible asphalt roads built from Kenney City Kit Roads tiles (straight, bend, and crossroad pieces) positioned at y=0.045. The route forms a complex city circuit: - Start at (-8,-7) heading north through checkpoint sequence - 7 total checkpoints: "North launch" (-8,-4), "First bend" (-8,-1), "City straight" (-4,2), "Market square" (0,4), "South turn" (4,1), "Parking loop" (7,5), "Finish" (0,6) - Roads are 2-3 units wide with solid white edge lines (0.035 wide), dashed yellow centerlines (0.055 wide dashes, 1.0 spacing) - White stop bars (0.08 thick) at start and finish - Parking bay areas with white striping (0.035 wide lines) at multiple locations - Three cell-radius is considered drivable road; parking areas have wider tolerance (0.92 radius) **Road Markings & Signs**: - Painted lane markings rendered as thin boxes at y=0.095 with render order 4 - Highway signs on posts (1.65 scale) with readable text panels: "START" (green), "LEFT TURN" (orange), "SLOW" (red), "CITY ROUTE" (blue), "RIGHT TURN" (orange), "PARKING" (blue), "CHECK POINT" (green), "FINISH" (green) - Sign panels are 1.05×0.48 PlaneGeometry with custom canvas textures showing white borders and centered text **Boost Pads**: 5 cyan glowing speed pads (1.35×0.9 size) positioned along the route at y=0.118. Each pad features: - Cyan base plate (color 0x11e6ff, opacity 0.72) with outer glow (0x62fff2, opacity 0.24) - White chevron arrows pointing forward (3 pairs of angled bars) - Pulsing scale animation (base + sine wave) - Trigger radius 0.78; adds 5.2 to speed (or -5.2 if reversing), capped at 18.5 max - Activates "BOOST!" HUD message for 1.4 seconds - Individual pad cooldown 2.2s, global player cooldown 0.7s - Located at: (-8,-5.45) launch, (-4,1.65) city straight, (4.15,0) eastbound, (7,3.2) parking entry, (3.2,6) finish sprint **Checkpoints**: Glowing torus ring gates with vertical poles, rendered as semi-transparent meshes: - Floor ring: TorusGeometry radius 0.85, tube 0.035, positioned at y=0.07 - Overhead gate: TorusGeometry radius 0.78, tube 0.025, rotated vertical at y=0.82 - Two cylindrical poles (0.025 radius, 0.82 height) connecting floor to gate - Color coding: active checkpoint cyan (0x33d7ff, opacity 0.24), future checkpoints yellow (0xf5ff89, opacity 0.15), passed checkpoints green (0x59ff9f, opacity 0.12) - Active checkpoint pulses with sine wave scale animation - Blue dashed route line connects all checkpoint positions (dash 0.45, gap 0.2) - Trigger radius 0.82; displays split time from previous checkpoint **Traffic Vehicles**: 8 AI-controlled cars (sedans, taxis, trucks from Kenney Car Kit scaled 0.42) following predefined looped paths with lane offsets: - Each follows waypoint paths at constant speeds (1.18 to 2.15 units/sec) - Lane offset positions them left or right of path centerline (±0.38 to ±0.5) - Collision detection radius 0.92; hitting traffic adds 2 seconds penalty, reverses player speed by -0.22x, displays "traffic hit +2s", plays fail sound - Cooldown 1.2s between collisions - Traffic shown on minimap as yellow rectangles **Environment**: - Terrain: Kenney Hexagon Kit grass tiles (3.05 scale) arranged in offset grid pattern at y=-0.76, covering -16 to +16 x, -11 to +11 z - Buildings: 8 Kenney City Kit Commercial buildings (1.5 scale) positioned around map perimeter - Trees: 15 oak and pine trees (Kenney Nature Kit, 1.05-1.4 scale, random rotation) scattered as scenery - Traffic cones: 22 construction cones (2.1 scale) marking route edges and parking boundaries - Lighting: Hemisphere light (sky 0xeaf5ff, ground 0x6d8d5e, intensity 1.2) + directional sun (0xffffff, intensity 1.45) from position (-8,14,-6) with 1024×1024 shadow map covering 40×40 area - Sky: Light blue background (0x9cc5ec) with matching fog (start 16, end 45) - Rendering: PCF soft shadows, ACES filmic tone mapping, exposure 1.05 **HUD Display** (top of screen): - Three rounded rectangular panels with dark semi-transparent backgrounds - Left panel: "SPEED" with large number in km/h (abs(speed) × 13.5 rounded) - Center panel: "TIME" showing seconds with 2 decimal places - Right panel: "CHECKPOINT" showing current/total (e.g., "1/7") with "CLEAN" status below (or "off route", "BOOST!", "hood view", split times) - Bottom-left: Restart button (tap/click or R key) - Bottom-right: Four mobile control buttons (left/right arrows, up/down triangles, "HB" handbrake button) **Minimap** (bottom center, ~162px square canvas): - Dark background (rgba 5,14,22,0.92) with white border - Gray road cells showing entire route network - Cyan dashed line connecting checkpoint sequence - Bright cyan circles for boost pads (3.4 radius) - Yellow rectangles for traffic cars (6×10 size, rotated by heading) - Checkpoint markers: green (passed), cyan (active, 4 radius), yellow (future, 2.7 radius) - Red triangle for player car (7 units tall, rotated by heading) - Map bounds: -15.5 to 15.5 x, -10.5 to 10.5 z with 10px padding **Fail Conditions**: - Car flips: Roll exceeds 0.72 rad at speed > 6.5 for 0.7+ seconds → "The car flipped during a hard slide." - Off-route: Staying off drivable road cells for 2.75+ seconds → "You stayed off the road too long." - Out of bounds: Position exceeds ±15.5 x or ±10.5 z → "You left the drivable map." - Stuck: Throttle/brake pressed but speed under 0.22 for 5.5+ seconds → "The car became stuck. Use R earlier to recover." **Win Condition**: Drive through all 7 checkpoints in sequence. Final message shows completion time and reset count. **Audio**: WebAudio engine with continuous sawtooth oscillator (70-190 Hz based on speed/throttle) through lowpass filter at 420 Hz, volume 0.018 + speed×0.003. Triangle wave brake sound (120-240 Hz) when handbraking or braking. Checkpoint blips at 660+990 Hz, boost blips at 420+880 Hz, fail sound at 140 Hz sawtooth. **Art Style**: Low-poly Kenney asset packs with flat-shaded surfaces, clean geometric shapes, vibrant colors. Cyan/blue tech accents for boost pads and checkpoints, white/yellow road markings, green grass with hexagonal tiling. Clean, bright daylight atmosphere with soft shadows.