How to implement 2.5d racing game ?

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5 comments, last by sambsp 19 years ago
I'm much interesting in implementing of a kind of 2.5d (don't know if this name is exact) racing game, but cannot google any tutorial about the theory behind. Any one knows sth about it please give me a hand, thanks a million. For the game I talked about, you can refer to here: http://www.gameloft.com/product.php?product=16&product_name=Speed+Devils or here http://www.gameloft.com/product.php?product=52&product_name=Asphalt%3A+Urban+GT%99
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Games like that are pretty much as you see them. There's (most likely) no 3D code going on, it's just code that draws something that looks sorta 3D. Basically start with a green background, and draw onto it a grey triangle with a white dotted line down the middle, and then wiggle the upper bit of it left and right depending on how much the road curves at that point. It takes a lot of tweaking to get it to look non-heinous though.
there are 2D games in essence. Or 3D if you want to push it. Rendering is a very small part of the problem. More importantly, the physics should take priority. Once you get a small proof of concept working (a couple of cars driving around, and AI driving), the rest should be quite easy.

As for the isometric rendering, there is a whole forum here dedicated to 2.5D games.

Everything is better with Metal.

Dear all, thanks for your quick response. But after I read the replies, I still not know what to do clearly, please kindly show me more information as you can. Thanks.
Quote:Original post by oliii
there are 2D games in essence. Or 3D if you want to push it. Rendering is a very small part of the problem. More importantly, the physics should take priority. Once you get a small proof of concept working (a couple of cars driving around, and AI driving), the rest should be quite easy.

As for the isometric rendering, there is a whole forum here dedicated to 2.5D games.

not quite.. the rendering is the largest portion you will spend your time on and will require the most tweaking, ai, physics and such can be treated like a really really simplified 3d game just using x, z and even y values if you want, the trick is figuring out how to render the road correctly, there are multiple ways to do it correctly, and i really doubt people will just go out and tell you how, even today, 80's technology and tricks are some what hot/luke warm ;) in the market right now
Hey, im just a GameDev lurker that looks through everything but I saw your post and thought I should mention there has been a game made like this in QBasic 4.5 (hah) called Ghini Run with Source code available if you are familiar with it. The link is http://piptol.qbasicnews.com/
rabbi1337, thanks u very much. That's a valuable item I want to get, really appreciate.

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