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Arcade › Street Rush
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Moez Trabelsi built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Street Rush yet. Play it, then tell Moez Trabelsi what you would add next.
Street Rush was built by Moez Trabelsi 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 Street Rush 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 driving game titled “Street Rush — Open World.” Use Three.js or an equivalent real-time 3D engine with a third-person chase camera behind and slightly above a white sports sedan. The camera should smoothly follow the car and look ahead in the direction it is traveling; use a moderately wide perspective view and soft fog in the distance. Build a large simple open-world mountain-valley environment: a broad green grass ground plane, a long narrow brown dirt trail/road running through the scene, a reflective blue lake beside the trail, distant dark gray rocky cone-like mountains with white snow caps, and many scattered stylized pine trees. Use directional sunlight, ambient/hemisphere lighting, shadows, a blue outdoor sky/environment, and a clean low-poly/asset-pack aesthetic. The player car begins near the dirt trail at approximately the center of the world and is a white/silver sporty sedan with visible 3D body and shadows. The world is free-roaming rather than a closed track: allow the car to drive across the terrain, clamping it within the large playable area. Driving is momentum-based. The car starts stopped. W or Up Arrow accelerates, S or Down Arrow brakes/reverses, A or Left Arrow steers left, and D or Right Arrow steers right. Steering rotates the car based on time and current speed, and the car moves in the direction its nose faces. Apply gradual drag/friction, cap normal speed around 24 world units per second and reverse speed around -8. Holding Space activates nitro if fuel remains: it adds extra acceleration and raises the speed cap to about 32, while consuming the nitro meter. When Space is not boosting, nitro gradually recharges up to 100. Also support touch controls on small screens: circular left and right buttons, plus-style gas, and minus-style brake buttons along the bottom corners. Make the buttons respond to pointer press/release. Add a fixed translucent dark glass HUD over the 3D view, with rounded panels and cyan/purple accent styling. Since the interface is Arabic/right-to-left, show the upper-right panel with the cyan title “STREET RUSH — OPEN WORLD,” a large numeric score initially 0, an Arabic speed readout such as “السرعة 0 كم/س,” and the Arabic label “نيترو” above a horizontal cyan-to-purple nitro bar. Increase the score continuously only while moving, proportional to forward speed and elapsed time, and display it as a whole number. Update the speed display from the car’s absolute velocity using the game’s scale (approximately velocity × 6 km/h). At the bottom center show a pill-shaped instruction hint: “W / S قيادة • A / D توجيه • Space نيترو” (or the equivalent RTL rendering). On mobile, move the hint upward so it does not overlap the touch controls. Keep the visual presentation dark-glass, minimal, polished, and responsive. Include resize handling so the canvas fills the viewport. There is no enemy, traffic, collision challenge, weapons, lap system, or demonstrated crash/game-over trigger; the core experience is simply free driving, steering, score accumulation, and nitro management in the scenic open world.