A third-person arcade racing game built in Three.js with all assets procedurally generated at runtime, targeting the visual quality of modern Need for Speed titles.

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2026-07-28

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FR-AI / ANALYSIS

Why it is worth attention

It was entirely produced by Claude AI from a single prompt, features a visual QA harness for blind A/B comparison against official Need for Speed screenshots, and transparently documents its performance and limitations.

Who it is for

  • Game developers interested in procedural content generation
  • Three.js and WebGL2 developers
  • AI-assisted development researchers
  • Racing game enthusiasts

Use cases

  • Learning procedural asset generation techniques in a complete game context
  • Benchmarking WebGL2 and Three.js rendering performance
  • Exploring AI-generated game design and development workflows
  • Testing blind visual quality assessment methodologies

Strengths

  • Entirely procedural generation—no external texture, model, audio, or font assets are downloaded
  • High frame rates on capable hardware (e.g., 177 fps at 1080p on Apple M4 Pro)
  • Comprehensive QA harness with headless screenshot capture and blind A/B comparison against reference images
  • Transparent documentation of known technical gaps, performance metrics, and expert evaluation scores

Considerations

  • Low blind expert score (24.7/100) indicates visual quality still far from AAA games
  • Requires WebGL2 and a discrete or Apple-silicon GPU; integrated GPUs may not render all quality tiers
  • Several known technical gaps (e.g., uniform asphalt, painted car geometry, missing emissive lighting) limit realism

README quick start

NEED FOR TOKENS

A third-person arcade racing game built in Three.js, targeting the visual quality of a modern Need for Speed title.

▶ Play it in your browser — no install, no download. Needs a WebGL2 browser and a discrete or Apple-silicon GPU for the higher quality tiers. Quality is picked from your GPU and then tracks your frame rate. If you get a black screen, add ?safemode=1 to bypass the post chain — if that renders, the fault is a post-processing shader your driver rejected.

Everything is generated procedurally at runtime. No .glb, no .hdr, no textures, no audio files, no fonts — nothing is downloaded and nothing is loaded from disk. Every road surface, building facade, car body, engine note and letterform in this repository is produced by code. That constraint is deliberate and absolute; see CONTRACTS.md §0.

npm install
npm run dev          # http://127.0.0.1:5273

ControlsW/S throttle & brake, A/D steer, Space handbrake, Shift NOS, V camera, C look back, R respawn, Esc pause, T telemetry. Gamepad and touch supported.


The prompt

FYI for readers: this repository was produced by Claude Code from the single prompt below.

I want you to build a third-person racing game at the level of the most recent Need for Speed games.

It should be utterly perfect, visually beautiful, with every single thing done at AAA quality - from textures to physics to anything you could think of.

Fan out sub-agents and have sub-agents tackle each one individually so that the game is utterly perfect. You should /loop on each item and have a separate sub-agent check it visually to ensure it looks triple A. That separate sub-agent should be a really harsh critic, and if it doesn't look triple A, it should keep going.

Don't stop until each sub-agent is utterly wowed with the quality when compared with the actual Need for Speed game. It should literally compare them side by side blind and say which one looks better. Do this in ThreeJS. /loop until it's utterly perfect. Fan out sub-agents and ultracode.

The game will be called “Need for Tokens”


What's in it

Circuit"Vermilion Bay Circuit" — 3.86 km, 12 named corners, 60 m of elevation, a

Description

Third-person arcade racer in Three.js — every mesh, texture, engine note and font is generated procedurally at runtime. No assets, no downloads.

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