• Advertisement
Sign in to follow this  

Need help with 3D Racing game engine design

This topic is 4725 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

Okay, I need a little help here. I'm trying to design the graphical part of an engine for a 3D racing game. I'm not that good at this but I figured I would design first before I start coding this time. What I've got so far is from things I've picked up in books and other stuff. I'm using quad-trees for spacial division. I have not included collision yet because that will be part of the physics engine, I'm just working on the graphical part for now. Well, here it is. Over all process
  • check if position has changes
    • YES, clear display list
    • NO, skip to last step
  • start at quad-tree root
    • check if child is visible
      • TRUE, if any point in frustum lies in child area
      • FALSE, otherwise
      • Update processed flag
    • Repeat until each base leaf is reached
  • Add child's polygons to display list
    • group polygons that use same texture
    • organize polygons from closest to farthest
  • Repeat process on other visible child nodes
  • render display list
I would really like to finish this project, so please help if you can I would appreciate it very much!

Share this post


Link to post
Share on other sites
Advertisement
I've rewrote the design a little and came up with this now:


Basic process of how the engine works

+Check if position in world has changes
-NO, skip to last step
-YES, clear display list

+Start at quadtree root
+Check if child is visible
+Do any of the FOV planes project into the child's space?
+YES, proceed with bounds checking on children
-mark child as visible
+NO, proceed to next child
-mark child as hidden

+Start at quadtree root
+Is child visible?
+Are any children of this child visible?
-YES, repreat last step on visible children
+Hase the base leaf been reached?
+YES, add each polygon belonging to child to display list
+Sort by texture
-Sort by distance greater to lesser(farthest to closest) on Z axis
-NO, proceed to next child
-NO, proceed to next child

+Draw the display list
-Load polygon group texture
-Draw polygon group
-unload texture
-advance to next polygon group

Share this post


Link to post
Share on other sites
Sign in to follow this  

  • Advertisement