In Development February 2026

Flint Kart

An arcade kart racer built on the Flint engine — spline-based tracks with elevation and banking, drift-boost mechanics, AI opponents, and a full race loop from menu to podium.

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Screenshots

About

Flint Kart is an arcade kart racing game built entirely on the Flint engine. It serves as both a standalone game and a proving ground for the engine’s runtime capabilities — physics, AI, audio, particles, scripting, and UI all working together in a real-time competitive context.

Tracks are defined with spline-based geometry that supports elevation changes, banking, and switchback turns. A 6-kart grid lines up behind a checkered start line, and AI opponents navigate the course using decision trees that adapt to track curvature and race position.

Gameplay

  • Drift-Boost System — Hop into a drift, hold through corners, and release for tiered speed boosts (mini, standard, ultra) with escalating spark effects
  • AI Racers — Six opponents with intelligent pathfinding and adaptive racing behavior
  • Multiple Tracks — Oval Plus for wide-open speed, Mountain Switchback for technical precision, with more planned
  • Item System — Collectible item boxes with pickup and use mechanics
  • Full Race Loop — Main menu, race countdown, lap tracking, position HUD, and results

Tracks

Oval Plus — A classic circuit with two long straights and sweeping banked curves. Gentle elevation changes reward clean racing lines. Quick laps in the 20–30 second range.

Mountain Switchback — A technical highland course with tight hairpin turns, significant elevation gain, and overlapping road sections visible from above. Rewards precise drift timing and late braking.

Technical Details

  • Engine: Flint (custom Rust engine, included as git subtree)
  • Physics: Rapier 3D — kart dynamics, collisions, terrain interaction
  • Audio: Kira — engine crossfade by speed, tire sounds, race music
  • Track Geometry: Spline-defined with procedural road mesh, barriers, and checkered markers
  • UI: Data-driven TOML menu system with scene transitions
  • Rendering: wgpu PBR with shadows, particles, skyboxes, fog
  • Input: Keyboard and gamepad support via configurable action bindings