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Arcade › Track Sprint
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Shahaan Ifam built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Track Sprint yet. Play it, then tell Shahaan Ifam what you would add next.
Track Sprint was built by Shahaan Ifam 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 Sprint 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 playable 3D arcade driving game titled "Track Sprint". Use a third-person chase camera positioned behind and slightly above a small red/pink low-poly race car, looking forward down a long straight road. The car should be visibly centered near the bottom of the screen, with a slight lean/roll while steering. Build the scene with a dark charcoal road approximately 14 units wide, white solid edge lines, and a dashed white center line. Surround the road with a broad flat green grass field. Use a bright pale-blue sky/background with atmospheric fog toward the horizon, simple lighting, soft shadows, and a clean low-poly racing-kit aesthetic. Place the horizon around the middle of the view and keep the road stretching into the distance. The core gameplay is an endless forward sprint. The car automatically moves forward: it accelerates toward about 26 world units/second when GAS is held, otherwise cruises toward about 12 units/second, and BRAKE targets zero. Display speed converted to km/h (world speed multiplied by 3.6) and the distance traveled in meters, with distance increasing according to forward speed. Keep the car's lateral position clamped to the road between about x=-5.2 and x=5.2. A/D or Left/Right steer left and right; W or Up accelerates; S or Down brakes. Include touch controls for mobile: two square dark buttons with left and right arrow icons at bottom-left, and wider BRAKE and GAS buttons at bottom-right. Buttons should respond to pointer/touch press and release and visually highlight while active. Populate the straight route with repeated hazards arranged at fixed positions down the road: red barriers alternating between the left and right side (roughly at x/z positions (-3,-18), (3,-33), (-2,-48), (2.6,-64), (-3,-82), and (3,-99)); add orange traffic cones at alternating positions around x=-1.5 and 1.5 farther ahead, and large trees on the grass shoulders outside the road. Cones and trees are scenery/track dressing; the red barriers are the actual collision hazards. As the player advances, move all road markings, scenery, and barriers toward the camera, recycle them back to the far distance after they pass behind the player, and repeat the layout to create an endless track. Detect a crash when the car and a barrier are within roughly 1.1 units longitudinally and 1.15 units laterally. On collision stop the car and show a centered semi-transparent dark game-over overlay with the title "Race over", the final "Distance: N m", and a blue RESTART button. Restart resets speed, distance, car lateral position, barrier positions, and hides the overlay. HUD: use a fixed full-screen overlay. At top-left show a dark translucent rounded pill containing the live speed (for example "94 km/h") and distance (for example "74 m") side by side. At top-right place a large red rounded FULLSCREEN button that toggles browser fullscreen. Near the upper center show the instruction text: "A / D or ◀ ▶ to steer · W / ▲ to accelerate · S / ▼ to brake". Keep the HUD readable over the sky, use white bold sans-serif text, translucent navy controls with subtle borders and shadows, and responsive sizing for narrow screens. Render with smooth animation, responsive camera aspect ratio, and desktop/mobile support.