Starter Kit Racing
Kenney's Starter Kit Racing, rebuilt in Airogel from primitives and generators. Race the circuit alone or with up to four trucks in a room.
A faithful port of mrdoob's three.js version of Kenney's Starter Kit Racing: the same 16-cell circuit, the same forest, tents and finish arch, the same lap timer. Drive the yellow truck round the track, leave skid marks and smoke in the corners, and chase your best lap.
Nothing from the original kit was imported. The track comes from the editor's track generator, the trees and scenery are generated meshes, and the trucks are wheeled vehicles on real suspension. Open a multiplayer room and up to four trucks race together.
Built from a prompt
How it was built
The brief this demo started from, and what the AI did with it inside the editor.
The brief, in short:
Clone mrdoob's three.js port of Kenney's Starter Kit Racing inside Airogel, entirely through the MCP tools. Don't import the kit's models: use Airogel primitives and the built-in mesh and track generators. Match the original's track layout, scenery placement, camera, lap timer, smoke, skid marks and audio as closely as the engine allows.
The agent read the original source and ported its maths rather than eyeballing it. The 16-cell grid from Track.js became a Python script that prints the exact scene-object JSON, and the scenery hash from main.js was ported with JavaScript's integer semantics so the forest lands in the same places.
- The circuit is one generated track with red and white striped curbs and yellow edge lines. The 86 collision boxes from
Physics.jswere merged into a single invisible collider mesh. - Four trucks are wheeled vehicles on player slots 1 to 4, sharing one server-authoritative, client-predicted driver script. A race camera script ports the original's 45° and 35° lead and dead zone.
- Each truck has a presentation object that reads its replicated motion and drives 24 smoke puffs, 45 skid quads, positional engine and skid audio, and impact thuds. The engine sound was baked to WAV from the kit's own synth.
- Tone mapping, fog and bloom were set to the original's values with the scene settings tool.
It tested by driving Truck 1 through the editor's physics simulation, then by holding keys in a headless Chrome over the published game. The build notes and a list of engine tickets it filed are kept with the project, including the lesson that an MCP client's cached tool schema can lag behind what the server accepts.
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