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README.md

3D Car Racing Game

A thrilling 3D car racing game built with Three.js, featuring realistic physics, multiple tracks, and smooth controls.

Features

  • ๐ŸŽ๏ธ 3D car models with realistic physics
  • ๐Ÿ Multiple racing tracks
  • ๐ŸŽฎ Smooth keyboard controls (WASD/Arrow keys)
  • ๐Ÿ“Š Real-time speedometer and lap timing
  • ๐ŸŽฏ Checkpoints and lap counting
  • ๐ŸŒŸ Particle effects and visual enhancements
  • ๐Ÿ“ฑ Responsive design that works on desktop and mobile

Controls

  • W/โ†‘: Accelerate
  • S/โ†“: Brake/Reverse
  • A/โ†: Turn Left
  • D/โ†’: Turn Right
  • Space: Handbrake
  • R: Reset car position

Project Structure

โ”œโ”€โ”€ backend/
โ”‚   โ””โ”€โ”€ index.ts             # Hono server for static files
โ”œโ”€โ”€ frontend/
โ”‚   โ”œโ”€โ”€ components/
โ”‚   โ”‚   โ”œโ”€โ”€ Game.tsx         # Main game component
โ”‚   โ”‚   โ”œโ”€โ”€ UI/
โ”‚   โ”‚   โ”‚   โ”œโ”€โ”€ HUD.tsx      # Heads-up display
โ”‚   โ”‚   โ”‚   โ”œโ”€โ”€ Menu.tsx     # Main menu
โ”‚   โ”‚   โ”‚   โ””โ”€โ”€ Controls.tsx # Control instructions
โ”‚   โ”‚   โ””โ”€โ”€ Game/
โ”‚   โ”‚       โ”œโ”€โ”€ Car.ts       # Car physics and rendering
โ”‚   โ”‚       โ”œโ”€โ”€ Track.ts     # Track generation and management
โ”‚   โ”‚       โ”œโ”€โ”€ Camera.ts    # Camera controls
โ”‚   โ”‚       โ””โ”€โ”€ Physics.ts   # Physics engine integration
โ”‚   โ”œโ”€โ”€ assets/
โ”‚   โ”‚   โ”œโ”€โ”€ models/          # 3D models (if any)
โ”‚   โ”‚   โ””โ”€โ”€ textures/        # Texture files
โ”‚   โ”œโ”€โ”€ index.html           # Main HTML template
โ”‚   โ””โ”€โ”€ index.tsx            # Frontend entry point
โ””โ”€โ”€ shared/
    โ””โ”€โ”€ types.ts             # Shared TypeScript types

Tech Stack

  • 3D Engine: Three.js
  • Physics: Cannon.js (for realistic car physics)
  • Frontend: React 18.2.0 with TypeScript
  • Styling: TailwindCSS
  • Backend: Hono (for serving static assets)
  • Controls: Keyboard input handling

Game Mechanics

  • Realistic car physics with acceleration, braking, and steering
  • Track boundaries and collision detection
  • Lap timing and checkpoint system
  • Speed-based camera effects
  • Particle systems for exhaust and dust effects
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