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riz

general idea behind racing game tracks?

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Hi All, I have been dabbling in real-time 3D graphics and i was wondering about how to go and make a 3D racing game. My question is that, once a track is created (in a 3D editor, for example), how does one go about making the "boundaries" for the race track and scenery. In other words, loading a 3D map into the game is one thing, but how do you represent the track in the program itself? My guess is that you make a 2D matrix, marking where the car can and can''t go, but that seems wasteful and not very efficient. Thanks for your replys, riz

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2 arrays os points, one from left side and other for right side. Suposing that your car can't do teletransportation, to get outside the race track it will have to intersect with those lines. So you can get and calculate it.


if you are on a straight line, you can use only 2 points for each side(becuse your race truck can have diferent widths). When you are in a curve, the number of points will depends on the resolution you want.


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Rory Gallagher blues will never die.
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Que que foi, que que foi, O que eh que hah?

[edited by - manuelb on January 22, 2003 2:54:38 PM]

[edited by - manuelb on January 22, 2003 2:56:59 PM]

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Years ago when I did something similar I used an offscreen bitmap as a sort of lookup table. Like a birds eye view of the level. Very fast and simple and you can put different colours on the map for different surfaces, like patches of water.

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