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Arcade › Track Rush
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Viraj Bhandure built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Track Rush yet. Play it, then tell Viraj Bhandure what you would add next.
Track Rush was built by Viraj Bhandure 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 Track 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 arcade racing game titled “Track Rush,” subtitled “Sprint circuit.” Use Three.js or an equivalent real-time 3D engine and build the complete game from scratch. Camera and presentation: Use a behind-the-car third-person chase camera with a perspective view. The camera follows smoothly from slightly above and behind the player, looking down the straight track; it should shift subtly with the player’s lateral position. Render a bright, simple low-poly racing scene with a pale blue sky/background and light atmospheric fog toward the horizon. Use soft shadows, ambient/hemisphere lighting, and a strong directional sun. The environment is a very long straight asphalt circuit set in a large flat green grass field. Track: Make the road approximately 14 units wide and 210 units long, running along the Z axis. The player starts at the near end and drives toward increasingly negative Z. The road is dark charcoal asphalt with a dashed white center line made from regularly spaced rectangular lane markings. Put alternating red and white curb blocks along both edges of the road, slightly outside the asphalt. Add a white start/finish line across the road near the starting end, plus a simple white overhead gantry with two vertical posts and a horizontal top beam. Place repeated low barrier-wall props farther along both sides and red banner-tower props near the early section of the track. Keep the surrounding field broad, flat, and uncluttered. Vehicles: The player drives a small stylized low-poly red open-wheel/race car, centered near the camera at the start. Use a recognizable racing-car model with visible wheels and rear wing/spoiler, cast shadows, and face forward down the track. Add three green/white low-poly opponent race cars ahead at different lateral positions and distances. Opponents continuously drive toward the player’s direction, wrap back to the start when they pass the far end, and gently oscillate side-to-side around their assigned lanes. They should be visibly smaller with distance due to the chase perspective. Core gameplay: The race begins from a centered overlay after pressing a “START RACE” button. While running, the player car automatically accelerates forward; there is no braking or manual throttle. Steer left/right using A/D or the left/right arrow keys. Steering moves the car laterally only within the road boundaries, approximately x=-5.7 to x=5.7, and the car visibly tilts/rolls slightly while steering. Hold Space to activate BOOST, which raises the target speed above the normal cruising speed. On touch/mobile layouts, provide large bottom buttons for left, right, and BOOST; support pointer-hold behavior so steering and boost work while held. Race rules and progression: Track progress is based on passing the far end of the 210-unit road. When the player reaches it, wrap the player back to the start and increment the lap. Require three laps total; after completing the third lap, stop the race and show a centered finish overlay reading “FINISH!” with the final time and score plus a “RACE AGAIN” button that reloads/restarts the game. Opponents also wrap independently when reaching the far end. If the player overlaps an opponent closely in both X and Z, treat it as a collision: subtract 10 points (never allowing score below zero) and nudge the player sideways away from that opponent. Continuously award score based on speed over time, and award 1000 points at each lap wrap. HUD and UI: Overlay the 3D canvas with fixed UI panels. At top-left show a dark translucent rounded panel with yellow uppercase “TRACK RUSH” and gray “Sprint circuit.” At top-right show a dark translucent rounded panel with live values on separate lines: “Speed [value]”, “Lap [current]/3”, and “Time [seconds]”. Speed should be a rounded display value derived from the actual movement speed, time should show one decimal place, and the lap should begin as 1/3. Before starting, center a dark translucent rounded modal with the title “TRACK RUSH,” the instruction “Steer, dodge the cones, and finish three laps.” and a yellow pill-shaped “START RACE” button. (The instruction may say cones as shown in the original UI, while the actual visible roadside and opponent obstacles are the barrier/curb props and rival cars.) On desktop, show a small bottom-center hint: “Desktop: A / D or ← / →” and “Hold to steer.” On narrower/mobile screens, hide that hint and show the large circular/rounded white left and right arrow buttons at bottom-left and a BOOST button at bottom-right. Use a clean system sans-serif font, dark translucent panels, yellow accent buttons, white text, rounded corners, and subtle shadows. Do not add weapons, lives, drifting systems, branching tracks, extra laps, or other mechanics not described. The intended experience is a compact, forgiving, forward-scrolling sprint race with simple avoidance, boost, score, and a three-lap finish.