FULL SEND

An arcade racer with twenty-three original circuits, twenty-one rivals, and a clock to beat. Quick races or a complete World Tour, with the cars, scenery, sound, and saved progress handled in your browser.

Version: 1.0

Type: 3D Arcade Racing Game / Single Page Application (SPA)
Domain: Racing / Games

Purpose & Origins

FULL SEND started with the kind of racing game where the controls fit on the cabinet: steer, accelerate, brake, and choose LOW or HIGH. I wanted the pressure of a full grid and a running clock without turning a lap into a lesson in car setup.

That brief grew into twenty-three circuits, from woodland and highland routes to waterfront streets, desert avenues, and night racing. The layouts, cars, scenery, and fictional field are original. The point was to carry forward the appeal of arcade racing, rather than reproduce somebody else’s tracks or assets.

Automatic throttle and shifting let players concentrate on steering, braking, and finding a gap. Manual controls remain available. The design aim is a car you can place deliberately, a mistake you can recover from, and a reason to try the corner again.

Architecture & Technology

The editable application is written in TypeScript and compiled into a self-contained HTML file. Three.js renders the game through WebGL 2. Course paths are authored as data, while the road surfaces, cars, vegetation, buildings, and trackside details are constructed procedurally. Engine, road, and gear-change sounds are synthesized locally through the Web Audio API.

A fixed-step simulation updates the driving model sixty times per simulated second, separately from the display’s frame rate. Cars and the chase camera share interpolated positions between updates. Timestamped control changes are assigned to the corresponding simulation ticks, so a short brake press is not simply lost between rendered frames.

Preferences, records, championship checkpoints, and season history live in browser localStorage. Backup & Restore exports a local JSON file, inspects a selected backup before replacement, and keeps a previous checkpoint when restoring. Both the game and its data handling run locally: no account, application backend, database service, or runtime asset CDN is required.

Scope & Uniqueness

Quick Race starts you in the middle of a twenty-two-car field. Qualifying earns a starting position; unlimited Practice leaves the road to you. Club, Sport, and Expert opposition use the same underlying vehicle capabilities as the player, with different driving policies rather than an assist-dependent engine advantage.

The six-round Opening Championship contains nine scoring races. The World Tour covers all twenty-three circuits across twenty-nine scoring races, combining three-lap mains with two-lap short races. Each tour has its own resumable run, with standings, retry and result-acceptance rules, and completed-season history. Calendar dates describe the season; they do not lock the courses or advance your progress for you.

The aim is a complete single-player racing game in a static page. Every circuit is available from the start, and the pit-board interface puts position, time, traffic, and the next useful action ahead of menus. There is no garage economy to work through before reaching the race.

This is version 1.0; the full game is implemented.

Screenshots