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Game · 3D racing

Slipstream

A three-track championship in a browser tab

The demo is a recreation of the system, with made-up data: the original belongs to the client and is not published. No sign-up needed.

Pantalla de Slipstream

The context

It's the portfolio's second game and it's here to show the opposite of the first: that building two games with the same tool doesn't force them to look alike. Overrun is a shooter in a closed arena; this is a race with rivals that compete, lap times and a championship table. They share three.js and they don't share a single design decision.

What the system does

  • Three tracks that are twelve coordinates each: from those come the asphalt, the curbs, the starting grid, the HUD map, the line the rivals follow and which lap each car is on
  • Four rivals with three numbers that contradict each other —pace, aggression and error rate— so the fastest is also the one who dives the most and the race has a story without writing a line of AI
  • The slipstream it's named after: tucked behind the car ahead, top speed goes up 8%, and on the long-straight track that decides the race
  • Lap times with the delta against your own best, in green or red, updated while you drive
  • A timing tower with the interval to the car ahead, which is the convention of any broadcast and the only one that's understood without explanation
  • Track map in SVG with a dot per car: in a blind corner it's the only thing that says whether what's coming is a straight or a chicane
  • A three-round championship with motorsport's points scale —25, 18, 15, 12, 10— plus the fastest lap point, so the second race matters
  • A sound engine without a single file: the engine is an oscillator whose frequency follows the speed, and the wind noise grows with it