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City Driving

  • 3d
  • driving
  • city
  • arcade
  • free-roam
  • browser
0
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6 plays

About City Driving

Yeni şehir içi sürüş deneyiminde sokaklarda gezinin ve aracınızı kişiselleştirin. Slalom mücadelelerinde ustalaşın, pistte zamana karşı yarışın ve düzlüklerde hızınızı artırın; tüm bunları yaparken canlı şehir ortamını keşfedin.

How to play

Click the game above and it runs right here in your browser. No download, no installer, no account needed. Ömer Cihangir Acar built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about City Driving yet. Play it, then tell Ömer Cihangir Acar what you would add next.

Make your own game

City Driving was built by Ömer Cihangir Acar 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 City Driving 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 City Driving

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.

Recreate a browser-based 3D driving game titled “Şehir Sürüşü” (Turkish UI). Use Three.js with a third-person chase camera behind and slightly above a sports sedan. The camera should smoothly follow the car, staying about 8 units behind it and 4.7 units high, and look toward a point roughly 6 units in front of the car. Use a bright pale-blue sky/background with matching distance fog, soft shadows, a sunny stylized look, and a large flat muted gray-green ground plane.

The playable vehicle is a Kenney-style sports sedan model loaded from an external GLB asset if available. Start it at the center of the city at approximately (0, 0.02, 0), with a red body by default; preserve dark wheels/tires and glass when changing paint. The car rotates according to its heading and drives in the direction of its forward axis. Implement simple arcade vehicle physics: W or Up accelerates forward at 18 units/sec², S or Down accelerates backward at -12 units/sec², released throttle/brake causes strong friction/deceleration, and clamp speed between -11 and 34. A/D or Left/Right steer only meaningfully at speed, with steering strength based on speed up to a capped factor; reverse the steering direction appropriately while reversing. Move the car using short substeps to avoid passing through buildings. When it hits a solid building, restore the previous position and bounce/reduce speed to about 12% in the opposite direction. Clamp the car to the main world bounds, approximately x=-285..285 and z=-295..295. Pressing R or a visible reset button (“Başa dön”) resets position, speed, heading, and distance to the starting point.

Build the city around a broad dark central north-south avenue about 30 units wide, with dark asphalt cross streets at x=-72 and x=72 and horizontal streets at z=-210, -105, 0, 105, and 210. Add pale curbs, a yellow segmented center line down the central avenue, and white crosswalk stripes at the horizontal intersections. Place colorful low-poly rectangular buildings lining the central avenue and farther blocks, with varied terracotta, blue-gray, ochre, and gray-green facades, dark slightly overhanging roofs, and solid box collisions. Add rows of stylized street trees along the avenue, with brown trunks and green spherical foliage; also include many pine-like trees along the roadside if the nature asset is available. Add occasional glowing cyan road marker posts on the left side of the avenue.

Include the connected “outskirts driving park” visible on the right/east side of the city. It has a narrow access road around x=178 with white dashed markings. Include three clearly modeled practice areas even though they are decorative/non-scored: a slalom pad around (235,205) with dark pavement, red edge barriers, alternating orange cones, and blue lane stripes; a rectangular race circuit around (235,0) with dark track strips, a grassy center island, red outer edge barriers, blue lane markings, and a checkered-looking white start stripe; and a straight speed runway around (145,-205), with red start/finish bars, white lane dashes, and blue distance markers. Put simple yellow signboards on posts near each area. Buildings are the registered solid obstacles; curbs, trees, cones, track markings, and park decorations do not need to stop the car.

The game begins with a full-screen dark blue translucent gradient menu over the scene. Center a rounded dark navy card with a subtle border and shadow. Show the title “Şehir Sürüşü”, subtitle “Arabanı seç, şehre çık ve sürüşe başla.”, and two large rounded amber buttons: “Oyuna Başla” and “Araba Mağazası”. Starting the game hides the menu, shows the HUD, and begins a quiet repeating procedural triangle-wave melody if Web Audio is available. There is no mission, race timer, opponent, fuel, lives, or win condition: it is free driving with a distance value tracked internally but not presented as a score.

The HUD is overlaid on the 3D view. At top right show a dark translucent rounded speed display such as “0 km/sa”, converting absolute vehicle speed to approximately speed*10.5 and updating continuously. At top left show “Başa dön” in an amber rounded button and “Mağaza” in a light cyan rounded button. At bottom left provide four touch-friendly dark translucent rounded controls labeled with icons: left arrow, up arrow, down arrow, right arrow; pointer/touch presses should act like A/W/S/D and release cleanly. Make touch controls slightly translucent on larger screens.

The in-game car shop is another centered modal card titled “Araba Mağazası” with subtitle “Arabanın rengini seç.” and five compact color buttons for red (#e74c3c), blue (#3498db), green (#2ecc71), yellow (#f1c40f), and white (#f5f5f5), followed by a light-cyan “Geri Dön” button. It can be opened from the menu or during gameplay; selecting a color immediately recolors eligible car body materials, and closing returns to the prior menu/game state. Use responsive full-screen layout, rounded controls, Turkish labels, and prevent the page from scrolling.

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