Path: chuka.playstation.co.uk!news From: Robert_Swan@scee.net (Robert Swan) Newsgroups: scee.yaroze.programming.3d_graphics Subject: Re: race game 3 design: step 1 Date: Thu, 02 Mar 2000 12:52:17 GMT Organization: PlayStation Net Yaroze (SCEE) Lines: 55 Message-ID: <38be61be.5744550@www.netyaroze-europe.com> References: <38ada944.33392524@www.netyaroze-europe.com> <89hr2n$9dj2@chuka.playstation.co.uk> <38bce729.1480649@www.netyaroze-europe.com> <89ljok$6j3@chuka.playstation.co.uk> Reply-To: Robert_Swan@scee.net NNTP-Posting-Host: mailgate.scee.sony.co.uk X-Newsreader: Forte Free Agent 1.11/32.235 ============= I'll respond to both posts here to save space >Is it going to be your "race2" project, but with hills etc. well - yes - but with other things such as loop the loop - trackside objects (well, hopefully the models will cover every part of the track so there wont be gaps). Basically I made some fundamental flaws in Race game 2 which made it a big arse to continue. Meaning the track layout. >If so, you might as well pre-build the models and build some sort of sector >based engine to display the visible models. Yes - I think I never mentioned how i was going to create/ store the track segments. Into this project Ill be sticking as many things as possible that I havent done before - and part of it is to create the tracks in a windows (using MFC) editor - starting with a spline and then tweaking the vertices to get banked track etc. The low detail models would be automatically created from the high detail models. >> creation of sections of track. In yaroze games we tend to throw quite >> a lot of polys at the computer and have cpu time to spare - >Thats what the GTE for !, bang some fancy physics in, that should use the >cpu's time. Very true - I havent looked at the trade offs though - By using some cpu time to create a relatively seamless blend between hi and lo models - thus allowing me the time to draw a lot more objects then it is worth doing. Maybe none of it will be worth it and I'll just get upset before starting on race game 7/ adventure game 48 :) ============= As for your post, Nathan, - I agree completely with what you said. And it was the method I intended to do the race game 2. Spline based tracks would require very little storage - and so I could have had multiple tracks. I decided not to generate the tracks at runtime because it meant the tracks could be far more detailed than otherwise, and it would be a good reason for me to have a go at MFC programming. If im lucky I can have some demos using hard coded sections of track (straights probably) for next week. Although with the web site down noone will be able to look for a while :P ============= Rob Disclaimer: Anything I say has no direct relation to where I work (Sony), is not an official voice of where I work (Sony) and Sony doesn't even exist as far as I'm concerned.