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ServerGamesThe circuits

The circuits

How ServerGames builds a race circuit for bikes, karts and runners — main straight, kerbs, run-off, gravel traps, barriers and a grandstand. Hole-free, from a seed.

Every arena is a full circuit generated in code from a seed: /race generate places the blocks, and the same seed always builds the same circuit. No schematics, nothing to paste. There are two styles: the wide, flowing circuit described first, and the narrow TEKNIK kart circuit. The pictures on this page are rendered from that generator output with Minecraft’s own block textures.

The main straight of a go-kart circuit with karts on the grid, the start gantry and a covered grandstand
The main straight of a kart arena: painted grid boxes, the start gantry, the covered grandstand, and armco with a glass catch fence.

What every circuit has

  • A main straight that carries the start/finish line, so the grid lines up on the straight before the first corner.
  • Painted grid boxes for the front rows of a bike or kart grid.
  • A start gantry with a row of lights across the line, and checkpoint arches in order around the lap.
  • A covered grandstand along the straight, and the elevated lobby platform on the other side.
  • Light posts along both barriers.
The same circuit layout with motocross bikes on the grid
The same design on a bike arena.

From the racing line out

Bike and kart circuits are built in layers. Every layer is flush with the road, so a vehicle that runs wide stays on a surface it can drive on until it reaches the barrier.

LayerWhat it is
RoadThe theme’s asphalt, width blocks across.
EdgeRed and white kerbs through the corners, a white edge line on the straights.
Run-offGrass, 2 blocks wide on the straights, widening to 5 on the outside of corners before you reach them.
Gravel trapThe outer part of the run-off on the outside of tight corners.
BarrierArmco in the kerb colours with a glass catch fence. On the outside of tight corners it becomes a tyre wall with a fence on top.
Karts taking a tight corner with kerbs, a gravel trap and a tyre wall on the outside
A tight corner: kerbs on both sides, the gravel trap and the tyre wall on the outside, a checkpoint arch further on.

Built to be driven

  • No holes. The road is laid by measuring every block’s real distance to the centre line, so it is continuous through every corner and across the finish line.
  • No folding hairpins. On the flowing circuit, bike and kart corners are never tighter than a radius of 13 blocks (foot circuits: 8). If a shape would be sharper, the generator tones it down until it isn’t.
  • Sections never touch. On the flowing circuit, two parts of the lap always keep a clear gap between their barriers, so there are no shortcuts and no shared walls.
  • Every arena gets its own spot. New arenas are placed 2048 blocks apart in the race world, so two circuits are never built on top of each other.

We generated and checked 900 circuits across bike, kart and foot widths: not one hole in a road, and not one gap in a barrier.

A whole circuit seen from above
A whole kart circuit from above: about 990 blocks per lap. The grandstand and the lobby platform sit beside the main straight on the right.

Shape and size

OptionEffect
seedThe shape. Reuse a seed to rebuild the exact same circuit.
lengthSize and complexity. The default 24 gives a lap of roughly 900 to 1,000 blocks.
widthRoad width. Bike arenas are at least car.track-width (default 11), kart arenas two blocks more.
themeOne of the four themes below.
/race generate <name> [seed] [laps] [length] [width] [theme] [teknik|circuit] [hazards|nohazards]

The TEKNIK style

A narrow, compact circuit made for karts: hairpins, chicanes, sharp corners and a few fast sweepers, around a main straight that ends in a hairpin or a sharp corner, the place to slipstream and outbrake. Where the lap doubles back, two sections run side by side with a single tyre wall between them, like a real kart track. ATV arenas get the same TEKNIK width and hazards as karts. F1 cars are longer, so on a TEKNIK circuit their grid rows are 4.2 blocks apart.

A whole TEKNIK kart circuit seen from above, with hairpins, an S-bend and the main straight
A TEKNIK kart circuit from above, about 480 blocks per lap: the main straight with the grid along the top, hairpins at the top left and the far right, and an S-bend in the middle.
/race create <name> kart teknik       register a TEKNIK kart arena
/race generate <name>                 build it

An existing bike or kart arena switches style on its next build: /race generate <name> teknik, and circuit to switch back. Without a width, the style’s default width is used.

PartOn a TEKNIK circuit
Road9 blocks wide for karts, 7 for bikes (generator.technical).
Laplength sets the size: the default 24 gives 9 to 13 corners and a lap of 420 to 960 blocks, typically about 550.
EdgeRed and white kerbs in the corners, a white edge line on the straights.
Run-off1 block of grass, widening to 3 on the outside of corners, where it becomes a gravel trap.
BarrierArmco with a catch fence, a tyre wall on the outside of tight corners, and one shared wall between sections that run side by side.
GridThree karts across on a 9-wide road, rows 3 blocks apart.

Hazards

TEKNIK kart circuits are built with hazards on the road. Turn them off for an arena with nohazards, or add them to any bike or kart circuit with hazards (engelsiz / engel work too). New TEKNIK kart arenas follow generator.technical.kart-hazards.

HazardBlockEffect on a kart
Boost padMagenta glazed terracotta, the arrow points the wayA short turbo and a kick of speed
OilBlack glazed terracottaThe tyres lose grip and the kart slides wide
MudPacked mudSlows the kart while it is on it
Tyre stack or barrelA coal block or a barrel standing on the roadA head-on hit keeps only 38% of your speed (car.crash-speed-keep)

Hazards stay off the grid, the first 40 blocks after the start line, the checkpoint arches, the item rows and the corner apexes, and every obstacle leaves a free lane of at least 4 blocks beside it. Pads, oil and mud only affect karts; tyre stacks and barrels are solid for bikes too.

Four themes

Every theme changes the whole circuit: road, kerbs, run-off, gravel, barriers and lights. ICE is also faster and slippery.

A corner of a NORMAL circuit with bikes
NORMAL: concrete road, grass run-off, gravel traps.
A corner of an ICE circuit with karts
ICE: packed ice, snow run-off, white powder traps.
A corner of a NETHER circuit with karts
NETHER: blackstone road, netherrack and soul soil, shroomlights.
A corner of a NEON circuit with karts
NEON: black road, magenta kerbs, purple traps, sea lanterns.

Foot circuits

Foot races use the same hole-free road, with kerb bands, a dashed centre line, 3-block glass walls and gentle slab ramps (generator.hills). There is no run-off: runners have walls on both sides.

The main straight of a foot circuit
A foot circuit: narrower road, glass walls, the same gantry and grandstand.

Next: Bike & kart race.