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Arcade › Track Sprint

Track Sprint

  • 3d
  • racing
  • arcade
  • endless-road
  • time-trial
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How to play

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.

Discussion

Nobody has said anything about Track Sprint yet. Play it, then tell Shahaan Ifam what you would add next.

Make your own game

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.

Read the build brief for Track Sprint

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 racing game titled “Track Sprint.” Use a third-person chase camera behind a small stylized red/pink open-wheel race car on a straight road. The camera should be slightly elevated and positioned behind the player, looking forward down the track; it follows the car laterally and along the road while keeping the car near the lower center of the view. Use a simple low-poly/clean game-art style with Three.js-like lighting, soft shadows, and atmospheric fog.

World and track: Make a large flat green grass field under a pale blue sky/background with blue distance fog. Build a long, straight dark charcoal-gray asphalt road about 9 units wide, extending far into the distance. Add narrow pale beige shoulders/edge strips on both sides. Put regularly spaced short white roadside marker posts on both sides, each with a small red cap. Add a dashed pale cream center line made from repeated rectangular stripes. Include three visible checkpoint gates spaced along the course: each gate has two dark vertical posts at the road edges, yellow/gold caps, and a horizontal yellow/gold banner across the top. The road and scenery should create a strong vanishing-point perspective.

Player and opponents: Place the player car initially at the center lane near the camera/start area. Use a compact stylized red/pink race-car model with visible wheels and a low open cockpit/body; orient it facing forward down the road. The player can move only laterally within the road, clamped to approximately -3.85 to +3.85 world x, and it should subtly tilt/roll when steering. Add two rival race cars, one green and one orange, initially beside the player in left and right lanes around x=-2.1 and x=2.1. They move forward down the track at constant differing speeds, approximately 18 and 20 world units per second, and when they get far ahead they are repositioned well behind the player and assigned randomly to either the left or right lane. Smoothly move rivals toward their assigned lane.

Driving mechanics: Start stopped at 0 speed. Holding accelerate increases speed with throttle, while natural drag slows the car when throttle is released. Holding brake rapidly reduces speed. Clamp speed between 0 and 26 world units/second; display speed as speed multiplied by 7.2 and rounded, followed by “km/h.” While moving, advance the player toward decreasing world z and accumulate distance. Steering left/right changes x position, with steering responsiveness increasing slightly with speed, and clamp the car to the road. Support keyboard controls A/D or Left/Right Arrow for steering and W/S or Up/Down Arrow for accelerate/brake. Also provide large touch/pointer controls at the bottom: dark left and right arrow buttons on the lower-left, and red brake-down and green accelerator-up buttons on the lower-right. Buttons should visually depress while held and support pointer capture/multitouch-friendly behavior.

Race rules and HUD: The race consists of 3 laps, with each lap being 120 world units and three checkpoint intervals of 40 units. Increase the checkpoint counter from 0 to 3 as distance passes each 40-unit section, reset it at the start of each new lap, and show “Checkpoint N / 3.” After the player completes the third lap, stop the car and show “FINISH!” instead of the lap text. The top HUD should be fixed over the game and use rounded dark translucent panels with subtle borders, blur, and shadow. Center a top bar containing the speed readout, “Lap 1 / 3” (updating through the race), the checkpoint readout, and a bright blue “Fullscreen” button. Put a dark translucent “Restart” button at the upper right that resets player position, speed, lap, distance, checkpoint, finish state, and rivals to their starting positions. Include a small translucent white instruction hint above the bottom controls reading: “Desktop: A/D or ←/→ steer · W/S accelerate/brake”. Hide overflow so the game fills the viewport, and make the HUD responsive on small screens with slightly smaller controls and text. Provide a Fullscreen button that toggles browser fullscreen.

Lighting and rendering: Use a pale blue scene background and matching fog, a green rough grass material, dark rough asphalt, pale shoulders and center stripes, and simple standard/basic materials for roadside details. Use hemisphere lighting plus a strong directional sunlight with shadows. Render with antialiasing, tone mapping, and soft shadow settings. The overall experience should be a minimalist straight-track sprint with acceleration, braking, lane steering, rival traffic, checkpoint/lap progression, and a clear finish state—not a winding circuit or combat game.

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