Path: chuka.playstation.co.uk!scea!peter_alau@playstation.sony.com From: "Steve Tolin" Newsgroups: scea.yaroze.programming.3d_graphics,scee.yaroze.programming.3d_graphics Subject: Re: 3D Splines Date: Thu, 11 Nov 1999 18:50:18 -0400 Organization: SCEA News Server Lines: 36 Message-ID: <80fhof$lhe5@scea> References: <381FAE75.BD3A3572@surfsouth.com> NNTP-Posting-Host: nwcsts12c69.nbnet.nb.ca X-Priority: 3 X-MSMail-Priority: Normal X-Newsreader: Microsoft Outlook Express 5.00.2615.200 X-MimeOLE: Produced By Microsoft MimeOLE V5.00.2615.200 Xref: chuka.playstation.co.uk scea.yaroze.programming.3d_graphics:385 scee.yaroze.programming.3d_graphics:1437 The only thing I can suggest besides what's alreaday been posted is the "Computer Graphics" Foley/Van Damm book which has all the formulad you would need...... Another book is "Computer Graphics: Mathematical First Steps" P. A. Egerton ISBN: 0135995728 which is a fabulous resource..... Steve Tolin Darco wrote in message news:381FAE75.BD3A3572@surfsouth.com... > I will be working on a 3D raceing game, but I need to do my research on > 3D environments first. The "Blaze of Glory" 3D engine won't work for > this game, and I wanted to experement with other engines. The 3D system > in "Hover Raceing" is awesome, and after playing it for a while, I came > to the conclusion that it uses 3D splines to create it's tracks. I've > done stuff with dynamic TMD's, so making the TMD shouldn't be a prob - > the splines though are gonna be my prob. > > Does anyone have any information on how splines work, and/or how to > implement them with code? > > Another system that I wanted to consider would be making the entire 3D > world in a program like 3D Studio and then using that as the race track. > That's all good, but I have no idea how I would implement colision > detection. > > any help would be appreciated. > > 'darco > darco@bigfoot.com