Path: chuka.playstation.co.uk!news From: "Peter Dollochan" Newsgroups: scea.yaroze.programming.3d_graphics Subject: Re: 3D racetracks Date: 18 Jun 1998 10:13:21 GMT Organization: PlayStation Net Yaroze (SCEE) Lines: 36 Message-ID: <01bd9aa1$70d71d40$512b63c3@default> References: <01bd9975$08f8fa40$59b5dccf@mannynaj> NNTP-Posting-Host: host5-99-43-81.btinternet.com X-Newsreader: Microsoft Internet News 4.70.1161 Hi Manny, If you have SCEE access check out http://www.netyaroze-europe.com/~peterd/ if this is anything like what you are trying to do mail me :) Pete. Manny Najera wrote in article <01bd9975$08f8fa40$59b5dccf@mannynaj>... > 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 >