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Arcade › Velocity Circuit

Velocity Circuit

  • 3d
  • racing
  • time-attack
  • arcade
  • drifting
  • level-editor
0
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1 play

How to play

Click the game above and it runs right here in your browser. No download, no installer, no account needed. Corbin Sullivan (Student) built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Velocity Circuit yet. Play it, then tell Corbin Sullivan (Student) what you would add next.

Make your own game

Velocity Circuit was built by Corbin Sullivan (Student) 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 Velocity Circuit 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 Velocity Circuit

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 time-attack driving game titled “Velocity Circuit.” Use a dark navy futuristic presentation with a Three.js-style third-person chase camera positioned above and behind a small race car, smoothly following and looking toward the car. The world is a simple low-poly circuit on a large flat blue-green ground plane, with fog fading into a deep blue background. Build each route from straight rectangular road segments about 9 units wide, with dark slate pavement, a thin glowing yellow center line, and raised side rails: blue on one side and pink/red on the other. Add occasional orange cones near the route edges. Place glowing semicircular checkpoint gates at route points; regular gates are cyan, and the final/finish gate is warm yellow/orange.

The player drives a compact red/pink race car assembled from a boxy body, dark cabin, and four black wheels (optionally load a simple race-car model if available, but preserve the recognizable red compact-car appearance). The car accelerates and brakes with simple arcade physics: forward throttle, reverse/braking, rolling drag, steering that becomes more responsive with speed, lateral grip, and a handbrake/drift mode that reduces grip and increases steering response. Keep the car constrained to the rectangular play area and bounce it back slightly when it hits the bounds. The camera follows the car with a smooth lerp at approximately 9 units behind and 6.3 units above it.

Include three selectable built-in routes with these names, descriptions, and approximate point layouts: “Canyon Sprint” — “A fast out-and-back with a late hairpin,” points (0,24),(0,8),(12,-2),(20,-18),(10,-32),(-8,-38),(-24,-27),(-20,-8),(-8,8),(0,24); “Clover Loop” — “Four corners. Carry speed and nail the apex,” points (0,24),(18,16),(24,0),(16,-18),(0,-26),(-17,-18),(-24,0),(-17,17),(0,24); and “Ridge Runner” — “A flowing ridge route with a jump zone,” points (0,26),(-16,18),(-23,2),(-12,-12),(0,-4),(15,-18),(24,-6),(18,14),(0,26). Selecting a level should update the current route and its best time. A race starts from the first route point, with the car placed slightly beyond the start and facing into the route. Require the player to pass each checkpoint in order, updating visible progress, and finish when the final point is reached.

Implement a time trial: show a live timer formatted as minutes:seconds.milliseconds, record the run as the car moves, and stop the timer on completion. Save each level’s best time and recorded car trajectory in browser local storage. If a saved best exists, provide a toggleable translucent cyan wireframe ghost car that replays/interpolates the best run based on elapsed time. On finishing, display a message indicating either a new best and that the ghost was saved, or the finished time and the existing best to beat.

Use a fixed HTML HUD over the 3D canvas with translucent dark panels, thin blue borders, rounded corners, and cyan/white typography. At the top, show the game branding “TIME ATTACK // 01” and “VELOCITY CIRCUIT,” plus stat cards for Time, Best, and progress labeled “Lap” with values such as “0 / 3” (the denominator should reflect the route’s checkpoint count). Along the bottom provide Menu, Reset, Ghost: On/Off, and Level Creator buttons. Center a pill-shaped hint reading “WASD / arrows to drive · Space handbrake · R reset.” The opening menu should dim the scene with a dark gradient overlay and present a large “Velocity Circuit” title, copy explaining fast lines, clean checkpoints, a ghost, and browser-saved times, the level selection buttons, a bright cyan “Start selected level” button, and an “Open level creator” button.

Add a level creator panel. It should let the player enter custom x,z coordinates in an input placeholder like “x,z e.g. 0,-24,” add points to a visible list, clear the list, and race the custom route when at least three points exist. Automatically close the menu and build a route from those points, closing the loop by appending the first point if needed. Include a close button for the editor. On narrow/mobile screens, stack the level choices, hide the branding block, move the controls upward, and show large touch controls at bottom right: left, down, up, right arrow buttons and a wide “DRIFT” button. Touch controls should map to the same steering/throttle/brake/handbrake actions as keyboard input. The overall style should be clean, polished, minimal futuristic arcade racing rather than a detailed realistic environment, with strong cyan, yellow, blue, and pink emissive accents against the dark background.

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