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Arcade › Slipstream GP
Click the game above and it runs right here in your browser. No download, no installer, no account needed. gamorton14 built it with Cinevva, so it works on a phone or a tablet too.
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Slipstream GP was built by gamorton14 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 Slipstream GP 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.
Rebuild a playable browser game titled “Slipstream GP” as a lightweight Three.js-style 3D arcade Formula racing game. Use a third-person chase camera positioned about 13 units behind and 8 units above the player car, smoothly following its heading and looking roughly 16 units ahead. Show a bright blue sky with light blue fog into the distance, a large flat circular green grass infield/ground, and a clean, stylized low-poly circuit. Track: create one continuous looping road course from the following broad, mostly rectangular control points in X/Z world space, in order: (92,-78) → (112,-78) → (112,24) → (46,24) → (46,96) → (-100,96) → (-100,-8) → (-28,-8) → (-28,-96) → (92,-96) → back to the start. Interpolate it as a closed circuit with long straights and relatively few sharp 90-degree corners. Make the asphalt road 26 units wide total (13-unit half width), with a red/rust-colored runoff ribbon extending to 21 units half width. Put alternating red and white raised curbs along both road edges. Add a dashed white center stripe and intermittent white edge markings. Add a checkered black-and-white finish line across the road at the start/finish. At the start/finish, build a dark gray overhead gantry with two vertical support poles and a horizontal bar. Add a simple pit-lane-like gray paved strip alongside one straight, separated by a white line. Around the circuit, place regularly spaced pale concrete crash barriers outside the runoff, tall simple gray light poles, and sparse low-poly trees made from brown cylindrical trunks and green spherical crowns. Keep the infield clean and uncluttered. Enable soft shadows, with a bright hemisphere light and directional sun lighting. Player and opponents: use simple stylized Formula cars assembled from primitive meshes. The player car is red with white accents, slightly larger than rivals: a low rectangular red body, white pointed/short nose, black cockpit, white rear and front wings, four exposed black wheels, and a small dark halo ring over the cockpit. Place the player on the start grid in the outside lane, aligned with the track tangent. Add exactly three AI rivals, colored blue, yellow, and purple, with white accents, each following the racing line automatically at fixed speeds and offset into lanes. Rivals should be visible in the world and on the minimap; they complete laps continuously and are used for position ranking. Race rules and driving: the race is three laps, starting from an overlay; the objective is to beat all three rivals. Desktop controls: hold Space to accelerate; releasing Space automatically applies braking/deceleration; steer with A/D or Left/Right arrows. Holding left/right rotates the car, with steering effectiveness increasing with speed, while a mild heading assist pulls the car toward the current track tangent. The car accelerates to a capped arcade top speed of about 70 world units/second, has drag, and braking is strong. Driving outside the asphalt onto runoff imposes a speed penalty and caps speed; leaving the runoff reaches the outside barrier, stops/slows and rebounds the car inward with a short crash cooldown and a banner reading “Crash! You hit the barrier.” Colliding with an AI car similarly slows and pushes the player away, showing “Crash! You hit another car.” Do not add weapons, boost, damage systems, weather, audio, countdown lights, sector timing, or actual slipstream boosts; the title is just the game title. Lap logic: track player progress around the loop, advance the lap only when crossing the start/finish after making a full circuit, show a brief “Lap 2 / 3” or “Lap 3 / 3” banner, and finish after three completed laps. Rank the player from 1st through 4th by completed laps plus current track progress. On finish, stop the timer and display a finish banner such as “P1 finish — [time]s. Press R to restart.” If not first, show “Finished P[n] — [time]s. Press R to restart.” Pressing R after finishing resets and starts another race. HUD/UI: overlay a modern dark translucent glass-like HUD on top of the 3D view. At upper left show a Speed panel with a large numeric speed converted to km/h (world speed × 3.6), plus “Lap 1 / 3”, “Position 4 / 4” initially, and “Time 0.0s”. At upper center show temporary translucent banner messages. At upper right show a square “TRACK MAP” minimap: dark background, the full circuit drawn as a thick rust/red outer stroke, white road stroke, and dark asphalt center; show the finish line and moving colored dots for blue/yellow/purple rivals plus a red player dot outlined in white. Under it show a live callout such as “Next: Left in 80m”, “Next: Right in 120m”, or “Next: Straight”, determined by the next corner. Place large touch controls at the bottom: left and right arrow buttons at bottom-left, and vertically stacked GAS and BRAKE buttons at bottom-right. Buttons are dark translucent rounded rectangles with white labels, become red when pressed, and support hold-style pointer/touch input. On mobile, keep the controls large and adapt the layout to the viewport. Start state: before racing, show a centered dark translucent rounded modal over the scene with the title “Slipstream GP”, subtitle “Formula-style arcade racing. Beat three rivals over three laps.”, instructions “Desktop: hold Space for gas, release to brake, and steer with A/D or ←/→. Mobile: use the big on-screen controls.”, a large red-to-orange gradient “Start Race” button, and the hint “Tap once to race.” Clicking it, pressing Space, or activating a mobile control starts the timer and hides the modal. Initially show a banner about the cleaner track/fewer corners and barriers. After finishing, reuse the modal with “You Win” or “P[n] Finish”, the race time, and a “Race Again” button. Use crisp Arial-like sans-serif typography, white text, muted lavender-gray secondary text, rounded corners, subtle borders, and soft shadows.