What it is A one-seat racing machine: two engines out on outriggers, the cockpit towed along behind them on slung cables, and an arc of energy bridging the intakes. Ten metres eight hundred from the nose spike to the back of the pod, four metres seven hundred across, floating seven hundred and twenty millimetres clear of the ground. The intakes are a working iris — fourteen overlapping petals that open as the throttle comes up — with a fan turning behind each one, and the cables carry the pod wherever the machine puts it. An original design in the podracing tradition rather than a copy of any particular ship. For a desert circuit, a starting grid, a workshop floor, or anything that has to look fast standing still.
Use this model with an AI Paste this to Claude, Cursor or any agent — or point it at /m/hover-racer-29b24d/llms.txt .
Use this 3D model in my game.
Model: Hover racer
Page: https://antics.gg/m/hover-racer-29b24d
Asset: https://antics.gg/m/hover-racer-29b24d/model.glb (CC-BY-4.0)
Recipe: https://antics.gg/m/hover-racer-29b24d/recipe.mjs (MIT — edit the numbers to change the model)
It has 70,074 triangles and 18 named parts, including: nacelle_L, nacelle_R, bell_L, bell_R, intake_L, intake_R, petals_L, petals_R.
Named parts are separate nodes, so you can move or hide them individually.
Derived from: Original design. The layout — twin nacelles on outriggers, a towed one-seat pod, cables under tension, an arc between the engines — is the podracing genre's common vocabulary, not any one ship's.; The identifying marks of a particular film ship — its tail treatment, its nose, its cockpit silhouette, its livery — are deliberately not reproduced.; What was changed and why is set out in the NOTES at the foot of profile.js, which ships with the recipe on this page.
Load it at runtime — do not rebuild the geometry on the page:
npx modelkit vendor . # from antics-modelkit, puts glbload.js + three next to your page
import { loadGLB } from "./glbload.js";
const parts = await loadGLB("./model.glb"); // [{ name, geometry, material }]
for (const p of parts) scene.add(new THREE.Mesh(p.geometry, p.material));
To change its proportions instead of using it as-is, download the recipe, run
`npm i antics-modelkit three`, edit the arguments and `npx modelkit build`. Copy Published with its recipe by its author, who states it is derived from the sources above. We host both files; we have not re-run the recipe ourselves.