Arcade · Racing
Trigger Rally (Online Edition)
Open-source Three.js rally driver where you thread a car through point-to-point checkpoint stages against a live race timer, hunting the fastest stage time.
Overview
Every stage is a clock you race against, not an opponent you beat — the car sits alone on a point-to-point track and the timer starts the instant the countdown clears. Trigger Rally is an open-source 3D rally driving game built on Three.js and WebGL, originally written by the developer jareiko in 2012 and released under the GPL v3. Each stage runs from a standing start to a finish gate across rolling terrain dotted with trees, and progress is gated by checkpoints you must thread in order; miss the line and the run still counts, but the clock keeps ticking. What separates it from circuit racers is the time-trial format: there is no wheel-to-wheel AI, only the surface, the racing line you carve, and the pursuit of a faster stage time. A chase camera and a HUD arrow that tracks the next checkpoint keep you oriented through blind crests, and finished runs can be saved as replays and replayed as ghosts to chase on the next attempt. It appeals to driving fans who want pure car control against a benchmark rather than collisions and overtakes.
How to Play
Reach the finish gate in the shortest time, passing every checkpoint in sequence. Hold Up Arrow or W to throttle, Down Arrow or S to brake or reverse, and steer with Left/Right Arrows or A and D. Tap Space for the handbrake to break traction and rotate the nose through tight corners, and press C to cycle through the three chase camera views. A countdown starts the clock, checkpoints light up as you cross them with the HUD showing your count against the total, and the stage ends at the final gate, freezing your finish time. From there you can re-run the stage, save the run as a replay, or load a previous best to chase it as a ghost. The mouse only operates the menu links; driving is keyboard-only.
Tips & Strategy
Treat the handbrake as a rotation tool, not a brake: a jab of Space while turning pivots the nose into a hairpin, but holding it scrubs speed and leaves you crawling out of the corner. Brake in a straight line before the apex, not during it, because the car carries its momentum through the turn and asking the tires to both slow and steer at once widens your line toward the scenery. Read the HUD arrow early — it points to the next checkpoint in screen space, so a swinging arrow signals a coming direction change before the terrain does. On a first pass through a stage, drive conservatively to learn where the surface crests and which corners tighten, then attack once you can feel out the grip limit. Favor exit speed over entry speed on corners that open onto long straights, since the time gained carrying velocity out is larger than what you save diving in deep, and avoid fast gear-shifts over crests where the wheels leave the ground and the car goes light.
Controls
- Keyboard
- Up Arrow / W — throttleDown Arrow / S — brake / reverseLeft Arrow / A — steer leftRight Arrow / D — steer rightSpace — handbrakeC — cycle camera view (3 modes)
- Mouse
- Menu links only (fullscreen, save replay); driving is keyboard-only.
Features
- Three.js WebGL 3D rendering with a chase camera and three switchable camera views
- Point-to-point stage tracks with ordered checkpoints and a live race timer
- Countdown start and a frozen finish time recorded at the final gate
- Handbrake for breaking traction and rotating through tight rally corners
- HUD arrow that tracks the next checkpoint in screen space over rolling, tree-dotted terrain
- Save finished runs as replays and play back previous bests as ghosts; open-source (GPL v3, jareiko, 2012)