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Turbo Racer — Endless Procedural City

A browser driving game where the road, terrain and city are generated as you drive — hills, forests, two-way traffic, pedestrians and a police chase.

by Deniz Bazan· August 1, 2026· 42 views
  • Throttle and brake: W / S or the arrow keys
  • Steering: A / D or the arrow keys
  • On mobile: one finger up and down for throttle, left and right to steer

Assets are CC0 kits from Kenney (car kit, nature kit, blocky characters) together with a modular city road pack and a low-poly city set.

Live experiment

Turbo Racer — drive it in the browser

Ready in browser

The world is written while you drive

Nothing here is a pre-built level. A centre line is extended metre by metre ahead of the car, the terrain height under it comes from a noise field, and the asphalt, kerbs, lane markings, buildings and trees are meshed into 64 metre chunks that are freed again once they fall behind. The road follows the landscape with a lag, the way a real road cuts and fills, so it climbs hills and drops into valleys instead of floating over them.

  • Endless road with a bounded heading, so it can never close back on itself
  • Procedural terrain with hills and valleys; the road corridor is levelled into it
  • Regions that shift between open countryside, suburb and dense city
  • Four lanes with traffic running in both directions
  • Pedestrians on the sidewalk — hit one and a police car starts chasing you
  • Lane markings baked into a generated road texture, so they never shimmer at distance

Built for the browser

The build runs on WebGL2 through Godot's compatibility renderer in a single-threaded WebAssembly module, so it needs no special server headers. Chunk generation costs about 6 ms, and the loaded world stays at a constant size no matter how far you drive: traffic that falls behind is recycled ahead of you, and chunks outside the window are released.

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