Pine forests, rocky meadows and distant mountain ridges surround an open alpine valley. Long straights lead into sweeping bends and tight hairpins, where early braking and a steady line matter. Chase the light at golden hour, or take on the forest-lined corners under street lamps after dark.
Checking immersive VR support…
Touch anywhere and drag: left/right steers, up accelerates, down brakes. Hold a second finger anywhere for Nitro. Auto throttle and Auto Curve start off.
3.20 km circuit · 9.60 km race · 7 cars including you
Take a short break and jump back in when you're ready.
A / D or ← / → Steer
W / ↑ Accelerate
S / ↓ Brake
Space / Shift Nitro boost
C Camera P / Esc Pause R Restart
Changes apply to a new race.
Hands + lever: allow hand tracking when entering VR. Controls remain visible while waiting for tracking.
Saved on this browser. Used for the car wheel and floating wheel in Hands mode. Lever travel: 6 cm forward, 4.5 cm back; centre to coast.
Hands: pinch the left wheel rim and move around it to steer. Grip the right lever; push forward for gas, pull back for brake, release to coast. Curl the remaining fingers around the handle and press the top button with your thumb for Nitro. Raise and open your left hand above the wheel to pause. Control check lets you practise without moving the car. Head and eyes never control driving in Hands mode. Controller support is unchanged.
Arcade handling. Procedural models and scenery.
Sound starts with your first interaction. M mutes, L changes lighting, Z changes mirror zoom.
04.17 / Progressive VR steering
mix(X,Y,1-A) = mix(Y,X,A) #define A(x) smoothstep(p,-p,x) 1-smooth(a,b,t) = smooth(b,a,t) p = 1.5 / R.y O.rgb → O where equivalent T(): mod(a*n+PI,TAU)/n const float TAU = 6.2831853;
These are optimization notes, not injected verbatim into a shader. They are kept here so invalid macro/math shorthand cannot break the rendering pipeline.
Preparing the road…