---
title: "Thawline trailer for a low-poly 1990s-style racer"
description: "A 30-second trailer for Thawline, a low-poly 1990s-style arcade racer built with Three.js."
canonical: "https://potto.ai/zh-Hant/videos/thawline-trailer-for-a-low-poly-style-racer"
language: "zh-Hant"
datePublished: "2026-09-24"
---

# Thawline trailer for a low-poly 1990s-style racer

A 30-second trailer for Thawline, a low-poly 1990s-style arcade racer built with Three.js.

Thawline is an original low-poly racing game with an angled top-down camera and arcade-leaning physics, inspired by 1990s racers. Vehicles are data-driven with distinct handling, and any car can be driven by the player or AI. The track is generated from a centerline spline with zones like ice and shortcuts. Built with Three.js, custom shaders, canvas, and simplified 2.5D physics.

- [產品畫面](https://potto.ai/zh-Hant/videos/product-screens.md)
- 由 _nieGRAMotny_
- 時長與比例: 0:30 · 16:9
- 製作工具: three.js, Shader, Canvas, Physics
- 發布於 2026年9月24日
- 查看原片: https://x.com/_nieGRAMotny_/status/2103128800909197521

## 提示詞

```text
Build a racing game inspired by Ignition (1997): angled top-down camera, arcade-leaning
physics, vehicles with very distinct personalities. This must be an original game,
not a copy. Use an original name, an original track, and zero original assets.

## Stack
- Vite + TypeScript (strict), Three.js for rendering, no UI framework
  (HUD in plain DOM/CSS).
- Low-poly graphics generated in code (BoxGeometry, CylinderGeometry, etc.),
  no external models or textures. Solid colors and simple materials.
- Custom simplified 2.5D physics (movement on the XZ plane, height from terrain).
  No physics engine.

## Architecture
- src/game/ (game loop with fixed timestep), src/vehicles/, src/track/, src/ai/,
  src/render/, src/ui/
- Vehicles are data-driven: mass, power, top speed, grip, steering, collision
  resistance, and boost parameters (strength, duration, recharge time).
  One Vehicle class, different configurations.
- Any vehicle can be controlled by either the player or the AI
  (shared control interface: throttle, brake, steer, boost).
- Track as data: centerline spline + width + list of zones
  (ice, shortcut, obstacle). Generate the road mesh and AI waypoints from it.

## Vehicles (original names, no brands)
Four vehicles. The player picks one on the selection screen; the remaining 3
are driven by the AI.
- 90s-style police sedan (black and white, light bar): heavy, stable,
  pushes hard in collisions.
- Muscle car convertible: fastest on straights, oversteers in corners.
- Red monster truck: slow, but ignores bumps and rams everything else.
- Postal delivery van: slow, high center of gravity, sways in corners.
The handling differences must be clearly noticeable. All four must be playable
and competitive. Slower vehicles compensate with e.g. collision resistance,
terrain handling, or a stronger or more frequent boost.

## Boost
- Every vehicle has a boost: a short, pronounced acceleration beyond its
  normal top speed.
- Boost charges automatically from 0 to 100%. It can only be used at 100%.
  After use, the meter drops to 0 and starts charging again.
- Strength, duration and recharge time are unique to each vehicle
  (e.g. muscle car: short and very strong; van: weaker but recharges fast;
  monster truck: long but slow to recharge).
- Visual effect while boosting: exhaust flame or trail, slight camera
  pull-back.
- The AI also uses boost, sensibly: on straights, not before sharp corners
  or on ice.

## Track
A mountain town with a Canadian feel, winter turning into spring thaw:
- closed loop, roughly 60–90 seconds per lap
- a waterfall visible from the track and a wooden bridge over a river
- a railroad crossing with a train passing periodically
  (collision = strong knockback, not game over)
- ice patches with reduced grip
- one shortcut (tight, risky); decorations: spruce trees, wooden houses, snow
- barriers or natural obstacles so vehicles can't get stuck off the track.
  Failsafe: if a vehicle (including bots) is stuck for more than ~4 s,
  automatically return it to the track at the last checkpoint.

## Gameplay
- 3 laps, standing grid start, 3-2-1 countdown
- AI follows waypoints with a driving style that depends on the vehicle,
  light rubber-banding, avoids obstacles, no teleporting (except the
  failsafe track return described above)
- Sliding comes purely from physics (grip, speed, ice), no handbrake
- Camera: top-down at ~50°, follows the player with a slight look-ahead
  in the direction of travel
- Controls: arrows/WASD (throttle, brake/reverse, steering), space = boost
- Screens: start → vehicle selection (model preview + stat bars, including
  boost) → race → results → restart (with option to change vehicle)

## HUD
- Position, lap, lap time, best lap, minimap.
- Boost meter styled as a car battery: rectangular casing with two terminals
  (+/−) on top, fill level rises as it charges. Color shifts from red through
  yellow to green. At 100% the battery clearly signals readiness (pulsing or
  glow, "BOOST" label or lightning bolt icon). While boosting, the meter
  drains quickly.

## Out of scope for v1
Sound, options menu, multiple tracks, multiplayer, save state.

## Workflow
1. First propose a plan and file structure, then implement in stages:
   (a) game loop + one vehicle on a flat plane, including boost,
   (b) track, (c) remaining vehicles and AI, (d) obstacles and train,
   (e) vehicle selection, HUD with battery meter, and screens.
2. After each stage run `npm run build` and fix type errors.
3. Add unit tests (Vitest) for vehicle physics, boost logic (charging,
   lockout below 100%, reset after use), and lap/position logic.
4. Finally: a README describing the controls and how to add a new track
   or vehicle.

## Acceptance criteria
`npm install && npm run dev` launches the game. You can pick any of the 4
vehicles and complete 3 laps against 3 bots. Each vehicle handles differently
and has a noticeably different boost. Boost only works with a full battery,
and bots use it too. The train and ice work. Results show the correct order.
Stable 60 FPS on an average laptop.
```

## Thawline trailer for a low-poly 1990s-style racer 常見問題

Thawline trailer for a low-poly 1990s-style racer 的製作方式、提示詞內容，以及如何用 Potto 做出同類的 產品畫面 影片。

### Thawline trailer for a low-poly 1990s-style racer 是什麼？

Thawline trailer for a low-poly 1990s-style racer 是 _nieGRAMotny_ 製作的 產品畫面 類型 AI 動態圖形影片。 A 30-second trailer for Thawline, a low-poly 1990s-style arcade racer built with Three.js.

### Thawline trailer for a low-poly 1990s-style racer 是怎麼製作的？

Thawline trailer for a low-poly 1990s-style racer 使用 three.js、Shader、Canvas和Physics 製作，屬於 Potto 上 產品畫面 分類的 AI Motion Graphics 影片。

### 可以查看 Thawline trailer for a low-poly 1990s-style racer 的提示詞嗎？

可以。本頁有 Thawline trailer for a low-poly 1990s-style racer 的完整提示詞。你可以複製，或點選「使用此提示詞」，在 Potto 工作區中開啟。

### Thawline trailer for a low-poly 1990s-style racer 有多長，畫面比例是多少？

Thawline trailer for a low-poly 1990s-style racer 時長為 0:30，畫幅為 16:9。

### 我能用 Potto 做出像 Thawline trailer for a low-poly 1990s-style racer 這樣的 產品畫面 影片嗎？

可以。點選「使用此提示詞」，把 Thawline trailer for a low-poly 1990s-style racer 的提示詞載入 Potto 工作區。Potto 會算繪自己的版本，匯出前你可以修改文字和風格。

### 在哪裡觀看 Thawline trailer for a low-poly 1990s-style racer 的原片？

Thawline trailer for a low-poly 1990s-style racer 最初由創作者發布。點擊「查看原片」，即可在新分頁開啟該貼文。

### 在哪裡可以找到更多像 Thawline trailer for a low-poly 1990s-style racer 這樣的 產品畫面 影片？

在 Potto 上瀏覽 產品畫面 合集：244 支影片，每支都附有提示詞、規格和來源。
