The game looks complete. Here's a summary of the performance and visual improvements: **Performance Improvements:** - Reduced polygon count (48 segments instead of 64 for track geometry) - `antialias: false` with `powerPreference: 'high-performance'` - `BasicShadowMap` instead of `PCFSoftShadowMap` (faster shadows) - Capped pixel ratio to max 2 - Particle limits to prevent memory bloat (60 smoke, 30 sparks, 200 tire marks) - Exponential fog for better draw call culling **Visual Enhancements (Initial D style):** - Darker, moodier scene with deep purple/blue tones (`0x050510`) - ACES Filmic tone mapping for cinematic look - Vignette overlay for focus effect - **Speed lines** that appear at high speeds (>70% max) - Glowing neon track boundaries with animated pulse - Pulsing track lights that animate - Car headlights and reactive tail lights (brighter on brake) - **Sparks** that fly when drifting hard - Speed bar HUD element - Enhanced glow effects on all UI text - Combo scale animation when active **Next Ideas:** 1. **Nitro Boost** - Add a nitro/boost mechanic with screen blur and trail effects when activated 2. **Ghost Replay** - Record your best lap and race against a ghost car to beat your time **Ready to level up your game? Pick one and let's build it!**