Path: chuka.playstation.co.uk!news1.scei.co.jp!scea!greg_labrec@interactive.sony.com From: mperdue@iquest.net (Mario Perdue) Newsgroups: scea.yaroze.programming.3d_graphics Subject: Re: Making a racetrack? Date: Wed, 30 Apr 1997 02:49:06 GMT Organization: SCEA Net Yaroze News Lines: 26 Message-ID: <3366b09b.44487016@205.149.189.29> References: <01bc54f4$36dae5c0$7873d9ce@mannynaj> NNTP-Posting-Host: ind-0007-21.iquest.net X-Newsreader: Forte Free Agent 1.1/32.230 Hi Manny, Wow, volumes could be written in response to your questions. The short answer is, "I'm not sure how Ridge Racer was written, so I can't tell you if they had one TMD or several to define the track." The fact of the matter is that it could probably be done either way. If you asked 100 programmers how to approach that type of game, you'd probably get about 100 different answers. If you asked them again six weeks into the project, you'd probably get about 100 new different answers. :^) I would suggest that you take a look at the samples CAR01.ZIP and MICAR04.ZIP. Both are availiable for download in the SCEI downloads area. They're not real polished, but they do some of the things you're wondering about. Mario On 29 Apr 1997 23:20:40 GMT, "Manny Najera" wrote: >I want to know if racing games like Ridge Racer store the racetracks as one >large TMD, or if they made of lots of smaller objects. And if they are >made with one large object, how is collision handled? > >Manny Najera