Path: chuka.playstation.co.uk!scea!peter_alau@playstation.sony.com From: "Manny Najera" Newsgroups: scea.yaroze.programming.3d_graphics Subject: 3D racetracks Date: 16 Jun 1998 22:15:11 GMT Organization: Flash Games Lines: 22 Message-ID: <01bd9975$08f8fa40$59b5dccf@mannynaj> NNTP-Posting-Host: chf-il5-89.ix.netcom.com X-Newsreader: Microsoft Internet News 4.70.1162 I asked this question about a year ago, but I think now I'm in a better position to understand the answer: How do you go about creating a 3D racetrack? After drawing up some sort of 3D track, you have to include the collision detection between the car and the road. A SCEE member created a track that lied entirely in one plane, and that track was divided into many rectangular sections. In his program, he checks to see which rectangle the car lies in, then does the appropriate adjustments. Do other racing games (Hover Racing in particular) use this method, or a modified version thereof? Here is my thinking: After the track is drawn up, or before, a 3D model consisting of nothing but 4-sided panels is created out of the road part of the track. For each of the four tires (the only part of the car touching the road) the program finds out which panel they're touching, and where inside the panel they are touching. With this information, a calculation of the tire's height is performed. The locations of the four tires then determines the orientation of the car. The four tires also form a convinent box for collisions with other cars. Does this seem feasible? Manny Najera