Racing games are the hardest thing to fake. A shooter can be carried by art direction; a racing car is judged by how it behaves in your hands within about four corners. Apex Grand Prix set out to see whether a browser tab could hold the whole thing — a twenty-car field, a five-kilometre permanent road course with sixteen named corners, three DRS zones, a pit lane that works, tyres that heat and wear — and still be something you can send someone as a link.
The constraint was the appeal. Everything an engine normally supplies — the render pipeline, the vehicle model, the tyre curves, the camera director, the timing tower — is written directly against WebGL through Three.js, in vanilla ES modules on an import map. No bundler, no build step, nothing to compile. The whole build is readable, and every system in it is one file you can open.
The rule that shaped everything: not one binary asset. No image files, no audio files, no models. Every texture on the circuit — asphalt, kerbs, grass, crowd, livery, tyre wall — is drawn procedurally with Canvas2D and noise the moment the page loads, and every sound is synthesised in WebAudio. That is what keeps a full race weekend down to a few megabytes that start in seconds, and it is also why the whole look can be re-tuned by changing a number rather than re-exporting a texture.
The handling was developed the way a real car is: by driving it and complaining. Rounds of play-testing produced specific, physical complaints — the car spins under a keyboard, the sharp turn will not close — and each one was chased to a measured cause rather than a guess. The game is live, free, and linked from this page. The production brief behind it is in the prompt shop, and the build is in the template gallery.