The world is modelled in Blender and exported as nine Draco-compressed meshes; the browser layer is one HTML file plus a handful of ES modules, with no bundler anywhere. Three.js draws it; cannon-es simulates it. Every surface is painted through a single 128×4 palette texture — each face's UV is one point at a swatch centre — and two shared master materials read that index per pixel to give rock, moss, tarmac and paint their own roughness and their own procedural detail. Nothing here uses a normal map.
What you drive on is a height grid baked from the exported geometry at load: the collider is built from it, every placement asks it, and the pitch, the plaza and the skate bowl are all sculpted straight into it — so the ground you see and the ground you hit cannot disagree.
Every vehicle is built from primitive boxes and cylinders on top of a raycast-vehicle controller with deliberately bouncy, forgiving tuning: if you land upside down, the game quietly rights you. The drone skips wheels entirely: it is a hand-integrated FPV flight model - rate (acro) control on a quaternion, one thrust vector along the airframe's own up axis, real gravity and airspeed-proportional drag - so banking costs you lift and a dive builds energy you have to fly out of. Angle mode self-levels; X turns it off.
Sound effects are MIT-licensed recordings from Bruno Simon's folio (engine, honk, impacts) plus synthesized beeps. Laps, orbs, and achievements persist in localStorage. Every version of this game is archived and playable from the games hub. Built by Jeremiah with AI as the pair programmer.