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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. Pidrito built it with Cinevva, so it works on a phone or a tablet too.
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Track Rush was built by Pidrito 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-playable 3D arcade racing game titled “Track Rush” using Three.js. Show a third-person chase camera behind and slightly above a small toy-like racer, looking down a long perfectly straight dark asphalt road. The camera should follow the player smoothly, with the road vanishing toward the horizon; use a perspective view around 58 degrees. Set a bright cyan-blue sky with distance fog, flat vivid green grass on both sides, and soft stylized lighting/shadows. The road is a broad rectangular strip about 14 units wide, extending far ahead, with short white dashed center-line stripes repeating every several meters. Place small orange traffic cones in evenly spaced rows along both road edges, approximately at x=-6.2 and x=6.2. Add a finish gate at the far end of the route with a yellow banner, though it may be distant or obscured by fog during normal play. The player is a compact low-poly/toy racing car centered near the bottom of the view, green/teal in the supplied visual when the Kenney racer vehicle model loads, with chunky bodywork, wheels/spoiler details, and a dark shadow on the road. Use the Kenney toy-car racer GLB asset if available; provide a simple blocky car fallback if it fails to load. Start the player at the near end of the straight route, around z=4, and constrain lateral movement to x=-5.2 through 5.2 so the car stays on the roadway. The player drives forward/backward along the road: acceleration increases speed while Up/ArrowUp is held, Down/ArrowDown applies reverse throttle, and Space brakes. Implement speed approximately clamped from -7 to 25 world units/second, with gradual drag when not braking and stronger deceleration while braking. Left/ArrowLeft and Right/ArrowRight steer with smoothed steering; turning changes the car’s yaw and therefore its forward direction, while lateral position remains clamped to the track. The displayed speed is the forward speed converted to an integer km/h-style value by multiplying by 6 and never showing below zero. Include two simple AI rival cars, one starting in the left lane around x=-2.5, z=-12 and one in the right lane around x=2.5, z=-30. They should use the same racer model or blocky fallback, be visually differentiated with red and yellow-ish tints, and continuously move straight toward the finish at fixed paces of about 15.8 and 17.2 units/second. When a rival passes the finish, reset it near the start and increment its lap. If a rival is very close to the player (within roughly 1.8 units longitudinally and 1.25 laterally), slightly reduce the player speed to simulate contact/traffic. Make the race three laps. A lap completes when the player travels past the finish coordinate at z=-124. On laps 1 and 2, reset the player to the start line at z=4 and x=0, shift rivals slightly forward, and briefly show a large centered white “LAP 2” or “LAP 3” message. After the third crossing, stop gameplay and show a large centered “FINISH! X.Xs” message with the elapsed race time, plus a rounded yellow “RESTART RACE” button near the bottom center. Restart resets the player, rivals, timer, lap, speed, messages, and button state. Build the HUD as a fixed overlay over the 3D canvas. In the upper-left, use a translucent dark navy rounded panel with subtle border/shadow, cyan uppercase letter-spaced “TRACK RUSH” title, and bold stats beneath reading exactly in the style “TIME 2.7s · LAP 1/3 · 0 km/h”, updating continuously. In the upper-right, show a translucent dark rounded instruction panel reading “WASD / ARROWS to drive” and “Space to brake” (the actual keyboard implementation must support the Arrow keys and Space, with touch controls below). Along the bottom, provide four large dark translucent rounded square touch buttons: left and right arrow buttons grouped at bottom-left, down and up buttons grouped at bottom-right, with white triangular glyphs. Buttons should use pointer events with press/release behavior, prevent scrolling, and be semi-transparent on wider screens. Keep the visual style clean, colorful, minimal, and low-poly/stylized, with shadows, fog, and no extra gameplay systems such as weapons, health, collectibles, or off-road terrain mechanics.