Arcade › Solar Apex
Click the game above and it runs right here in your browser. No download, no installer, no account needed. naveen rapheal built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Solar Apex yet. Play it, then tell naveen rapheal what you would add next.
Solar Apex was built by naveen rapheal 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 Solar Apex 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-playable 3D arcade driving demo titled “Solar Apex,” rendered with Three.js in a full-screen canvas. Use a low-poly, clean stylized motorsport look: pale blue sky with distance fog, strong warm sunlight and soft shadows, green grass surrounding a long dark asphalt straight, and simple geometric scenery. The player drives a chunky blue sports car made from box-like geometry: a blue metallic rectangular body, raised hood, dark blue/black glass cabin, black lower base and four dark cylindrical wheels. Place it initially near the front of the track at x=0, z=12, facing down the track toward decreasing z. Add one red rival car with the same blocky construction, initially at x=4.8, z=20; it should remain visible ahead/right and smoothly steer/follow near the player, with a small side-to-side sinusoidal motion. Keep both cars constrained to the race corridor. Build the environment as a long straight circuit segment approximately 18 units wide and 360 units long, centered around z=-100. Make the road dark charcoal asphalt laid over a large green grass plane. Add a dashed white center line made from repeated rectangular markers. Along both road edges, add alternating red and off-white rectangular kerbs. On the right side, create a parallel pit lane, a long low pit wall, repeated dark garage blocks with metallic doors, and a red pit board. On both sides of the circuit place repeated simple grandstand blocks with rows of tiny cheering spectator figures; use colorful shirts (red, yellow, blue, white) and skin-colored heads. Frame the track farther out with repeated stylized evergreen trees consisting of brown trunks and faceted green cone crowns. Add a simple start/finish gantry spanning above the road near z=30 with two posts. Use shadows, fog, ambient hemisphere fill, a warm directional sun, and a cool subtle rim light. Driving mechanics: support W/A/S/D and arrow keys. W/up accelerates, with acceleration around 26 units/sec², while releasing throttle applies drag around 6.5 units/sec². S/down brakes around 40 units/sec². Clamp forward speed between 0 and 62 units/sec; display speed converted to km/h by multiplying by 3.6. Steering is left/right, with heading change around 1.85 radians/sec scaled by current speed, so steering has little effect while stopped. Move the car forward along its local negative-Z direction and clamp its x position to roughly -7.5 through +7.5 and its z position to roughly -280 through +38. Track distance should accumulate while moving. The rival should interpolate toward a target a few units to the player’s right and about 6 units behind in world-z terms, remain within the same x bounds, and visually turn toward the player’s heading. Provide two camera modes toggled by C: the default CHASE camera is a third-person perspective positioned roughly 7.5 units behind/above the player, smoothly following and looking toward the car; the INTERIOR camera is close to the player around dashboard/cabin height, looking forward down the track. Smooth camera interpolation and a perspective field of view around 62 degrees should be used. R resets the player to the initial position, stops it, clears distance, resets heading, and returns the rival to its starting position. The displayed lap should remain the static text “LAP 1 / 3” as in the source demo; do not add unsupported lap completion logic. Overlay a responsive glass-like HUD on top of the canvas. Top-left: a rounded translucent dark panel reading “SOLAR” in orange uppercase and “APEX” in white beneath/alongside it. Top-right: a rounded translucent telemetry panel with a large numeric speed and “KM/H,” plus “LAP 1 / 3 · CHASE” or “LAP 1 / 3 · INTERIOR.” Bottom-center: a translucent rounded hint panel reading “WASD / arrows to drive · C changes camera · R resets.” Briefly show a centered notification such as “Interior camera” or “Chase camera” when changing modes. On narrow/mobile screens show four large translucent rounded touch buttons along the bottom: left, right, brake/down, and accelerate/up, mapped to the arrow keys. Ensure the HUD does not block the game view except for these controls, and keep the overall visual language dark glass panels, white text, orange accents, and bold rounded typography.