JIT
Recreate Hard Drivin in Threejs
**Prompt:** *"Recreate the 1989 arcade game **Hard Drivin'** using Three.js with accurate physics, graphics, and gameplay. Implement a full 3D driving experience with a looping track, jumps, and stunts. The game must include a cockpit view with a functional dashboard, a chase cam, and realistic vehicle handling. Use Physijs or Cannon.js for physics to simulate weight, suspension, and collisions. The environment should feature low-poly 80s-style graphics with billboarded trees, distant mountains, and a clear blue sky. Include a time-based checkpoint system, AI-driven ghost car for replays, and a crash sequence with slow-motion effects. Sounds should include engine revs, tire screeches, and crashes. Ensure mobile and gamepad support for precise controls. The game must run smoothly in a web browser at 60 FPS with optimized performance. Maintain the retro aesthetic while leveraging modern WebGL capabilities for smooth shading and reflections where appropriate."*

Okay, recreating the entirety of Hard Drivin' is a very ambitious project! Let's start by setting up the fundamental structure: a basic Three.js scene, integrating the cannon-es physics engine, creating a simple ground plane, and a controllable vehicle chassis.

This initial setup will provide the foundation upon which we can build the track, graphics, gameplay mechanics, and other features.

This sets up:

  1. HTML: Basic structure with a canvas and a simple speed display. Includes the necessary import map for Three.js and Cannon-es.
  2. CSS: Basic styling to make the canvas fill the screen and position the dashboard.
  3. main.js: Initializes Three.js (scene, camera, renderer, lights), Cannon-es (world), adds OrbitControls for debugging, sets up the environment and vehicle by calling external modules, and runs the main animation loop which steps the physics world and updates visuals.
  4. physics.js: Configures the Cannon-es world (gravity, solver, basic contact material).
  5. environment.js: Creates a visual and physical ground plane.
  6. vehicle.js: Creates a CANNON.RaycastVehicle with a simple box chassis and four wheels, configuring basic physics properties like mass, suspension, and friction. It also creates a corresponding visual representation (a red box) in Three.js.
  7. controls.js: Listens for keyboard input (Arrow keys/WASD for driving, Space for brake) and defines an update function to apply forces and steering to the RaycastVehicle.

Now you have a basic drivable chassis on a plane. Use the Arrow keys or WASD to drive and Space to brake. You can use the mouse to orbit the camera around.

Next steps would involve:

  • Replacing the box chassis with a proper car model.
  • Updating wheel visuals correctly based on vehicle.wheelInfos.
  • Implementing the chase and cockpit cameras.
  • Building the actual track geometry and physics shape.
  • Adding billboarded trees, mountains, etc.
  • Implementing checkpoints, sound, and other gameplay features.
Updated files
v1
Replacing the box chassis with a proper car model. Updating wheel visuals correctly based on vehicle.wheelInfos. Implementing the chase and cockpit cameras. Building the actual track geometry and physics shape. Adding billboarded trees, mountains, etc. Implementing checkpoints, sound, and other gameplay features.

Okay, let's enhance the simulation with a more distinct car shape, properly updating wheel visuals, implementing a chase camera, and adding a simple ramp to the environment.

We'll modify the existing files to incorporate these changes.

Key changes:

  1. vehicle.js:
    • Creates a more car-like box mesh for the chassis and separate cylinder meshes for wheels.
    • Wheel positions (chassisConnectionPointLocal) are calculated based on chassis dimensions for better placement.
    • Assigns specific CANNON.Material instances (defined in physics.js) to the chassis and wheels.
    • Returns the vehicleChassisMesh and wheelMeshes array separately. Wheel meshes are not added to the scene here.
  2. main.js:
    • Imports vehicleChassisMesh and wheelMeshes.
    • Adds vehicleChassisMesh and all wheelMeshes to the main scene.
    • In the animate loop:
      • Updates vehicleChassisMesh position/rotation from vehicle.chassisBody.
      • Loops through vehicle.wheelInfos, calls vehicle.updateWheelTransform(i), and updates the corresponding wheelMeshes[i] position/rotation using wheelInfo.worldTransform.
    • Implements chaseCamera (as an Object3D attached to the car) and cockpitCamera (as a PerspectiveCamera attached to the car).
    • Adds logic to switch between cameras using the 'C' key.
    • The main camera's position/lookAt is updated each frame based on the activeCamera (either smoothly lerping for the chase cam or directly setting for the cockpit cam).
    • Removes OrbitControls.
    • Adds basic fog.
    • Adds a key listener 'P' to toggle the Cannon.js debugger visibility.
  3. environment.js:
    • Adds a simple static CANNON.Box and THREE.Mesh to act as a ramp.
    • Adds basic cylinder "trees" visually (no physics yet). Returns all environment meshes in environmentObjects.
    • Assigns the groundMaterial from physics.js to the ground and ramp bodies.
  4. physics.js:
    • Defines named CANNON.Material instances for ground, wheel, and chassis.
    • Sets up specific ContactMaterial properties for ground/wheel (more friction) and chassis/ground interactions.
    • Exports the materials so they can be referenced when creating bodies.
    • Increased solver iterations slightly.
  5. controls.js:
    • Adds simple steering smoothing (steerLerp) so the wheels return to center gradually.
    • Adjusted force/steering values slightly.
  6. index.html:
    • Added an info div explaining the camera switch key.

Now you should see a red car chassis with four wheels that rotate and move with the suspension. You can drive over the ramp, and press 'C' to switch between the chase camera and a basic cockpit view. The environment has some simple trees and fog.*

Updated files
v2