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Tool / T2

Design at the speed of code: command palette, panes, hotkeys and real CSS in one workspace.

Awards Racing

Awards Racing is a browser game built with Three.js and the Bullet physics engine, combining drift racing with a dose of vehicular combat — all set in the world of design, following a young nominee racing their way to the top while dodging angry jury members and rival nominees.

It's built to feel fast and a little chaotic rather than realistic — drifting carries just enough physics to be fun, without ever slowing the action down. And it's made to be picked up anywhere: full touch and gamepad support, plus a portrait layout for quick one-handed play on a phone.

Year2026
Focus / KeywordsWebGL, Three.js, Physics, Motion
ServicesReal-time drift-racing engine and physics-driven VFX, stage-based progression with beat-synced soft-body characters, and controls tuned for desktop, gamepad and touch — shipped to web and as a desktop app via Electron.
Awards & Nominations
FWA of the MonthOrpetron Site of the MonthAwwwards Site of the DayCSSDA Website of the DayGSAP Site of the DayAwwwards Developer AwardWeb Design Awards Website of the DayCSS Nectar Site of the DayAstonishing Design Pick of the DayCSS Winner Site of the Day

Overview

A browser game built with Three.js and the Bullet physics engine — created just for fun.

It combines drift racing mechanics with a dose of vehicular combat, all set in the world of design: a young nominee racing their way to the top, dodging angry jury members and rival nominees along the way.

Physics / VFX

A lot of what looks like ordinary VFX is actually driven by physics — projectiles and explosions physically push the same objects the car smashes through.

Character movement runs on soft-body physics instead of a skeleton — each one built from a sphere of point masses on springs, with movement synced to the beat of whatever track is playing.

Stages / Repaints

Progression is built around stages. With each new stage, rivals become stronger and faster, while their AI gets smarter.

The entire scene changes with them — every material is swapped at once, giving each stage a distinct look. Two camera modes, a side view and a classic chase cam, along with day and night settings, add another layer of variety.

World / Speed

The game was designed to be as fast and as wild as possible, so anything that could bring the action to a sudden stop was taken out.

Keeping that many objects moving and rendering at speed required plenty of work under the hood: objects are pooled instead of allocated mid-game, the world streams in and out in cells around the car, and every physical object on screen is rendered in a single draw call.

Garage / Share

A garage screen lets players customize their car's look and save it as their default ride for the next race.

Progress carries a driver card with rank and score, which can be copied or saved as an image and shared straight from the browser — no screenshot needed.

Tools

Under the hood it runs on Three.js for rendering and Bullet3 for physics, with Vue and Nuxt driving the interface, GSAP for animation, and Vite behind the build.

Touch input runs through nippleJS, audio through Howler.js, and Tweakpane powers the in-house debug UI.

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