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madlibs

2D racing game pointers

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Not looking for flames but I know these types of posts can sometimes generate them. I didn''t find anything pertaining to my question in the archives or the FAQ''s, so I figured it''s a valid question (I posted in the Beginner area too). My experience with math, geometric modeling and c/c++ is very high. I''ve also built a ray tracer and 2D side scrolling game. However, this racing game is perplexing me... I am looking for pointers and design help and things to consider in developing a 2D racing game in the style of pole position or outrun. There are plenty of great resources on 2D side-scrolling type of games (like mario) or top-down maze games (like gauntlet) utilizing tiles. However, it does not seem that a tiled environment lends itself well to a racing game. So, how do you pull it off without 3D and how do you represent, store and draw the tracks that you''re racing? Thanks so much. Any links to websites that discuss this (source code or technical design info would be awesome) or recommendations on books are GREATLY appreciated. Thanks in advance!

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This technique is commonly named "Mode7" since the last few years (term originated from SNES). Here''s a run-down:

http://echellon.hybd.net/issues/5/articles/circle/sincos.htm

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Congrats on finishing up your game, Lightstrike. It does look good, but not exactly what I''m looking to do. I''m trying to capture the gameplay that was used in pole position and all the similar games that have come sense... mario kart, outrun, etc.

Thanks for the link, lloyd. So, basically "mode7" is just doing perspective transformations? Do you just store the racetrack as a regular tile map drawing the portion where your car is and the appropriate perspective transforms to the viewer?

Thanks.

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