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Racing Track Builder

Start from an oval, a kart track, a full circuit, a figure 8 with a bridge or a rally stage, or roll a random one. Drag the points to shape the corners, set the width, height and banking of each one, and the track updates as a smooth curve with curbs, a start line and checkpoints. Drive it yourself in the top-down view against an AI car that follows the fastest line, or fly over it in 3D. Download the top-down PNG for a 2D racer, a 3D GLB for Godot, Unity or Blender, and a JSON file with the center line, checkpoints, starting grid and a racing line with target speeds that your AI cars can follow.

Track
Width12 m
Checkpoints8
Laps3

Drag a point to move it. Click on the track to add a point there. Drag empty space to move the view and scroll to zoom. Press ? for keyboard shortcuts.

Pro · A game kit ZIP with the GLB, the track data, a 4096 px top-down image and ready scripts: a Godot 4 node that builds the racing line Path3D and checkpoint areas, and Unity scripts with checkpoint triggers and an AI helper that steers along the racing line. See plans

Drag points · click the track to add one · scroll to zoom

How it works

The track is a closed smooth curve through your points. Each point has its own width, height and banking, and the track blends smoothly between them. Curbs appear on tight corners, the start line sits at point 1 and the checkpoints are spread evenly along the lap. The racing line is worked out like a real driver would take it: wide on the entry, clipping the apex, wide on the exit. Each point on it has a target speed from the grip of the surface, so you can see where cars brake and where they flat out.

Driving it

Switch to Drive and use the arrow keys or WASD, or the on-screen buttons on a phone. Space or Shift is the handbrake for drifting. Tick 3D chase camera, or press C, to drive behind the car over the real 3D track with its bridges and banking. Pick any car, or the one you tuned in the Car Handling Designer. Leaving the track slows you down. Pass every checkpoint in order to count a lap. The ghost car follows the racing line at its target speeds, so it is a fair benchmark for your own lap time and for the AI in your game.

Bridges and figure 8s

Raise a point with Height to lift that part of the track. Where the track crosses itself, one side must be higher, otherwise the tool warns you. In 3D, raised parts get side walls and pillars, and the PNG draws them over the lower track with a shadow.

Using the files

The GLB uses one unit per metre with Y up. The top-down view maps to X and Z. It contains the road, curbs, walls, pillars, the start line and a ground plane, plus empty nodes for every checkpoint, the start and eight grid positions, and the racing line as a line. The JSON file has the center line, the racing line with target speeds in metres per second, the checkpoints with their direction and width, the starting grid and the mapping from metres to pixels of the PNG. A 2D game can draw the PNG and use the same JSON with X and Z as its X and Y.

Can I use the tracks commercially?

Yes. The tracks you make are yours to use in free and commercial games.

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