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Submitted by Sebastian Posch, posted on July 05, 2000




Image Description, by Sebastian Posch



this is a little pic of my current work on a racing game(hope one can see something :-) ).

currently, you can see more stuff like dots and lines (which are some vectors i need for calculating stuff, they make me crazy!! ) and less eye-candy :( . but the better the engine is built, the more eye-candy i can expect from it :) it's my first approach to make a game in openGL, but with the help of some of you guys out there it's not that hard !


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Archive Notice: This thread is old and no longer active. It is here for reference purposes. This thread was created on an older version of the flipcode forums, before the site closed in 2005. Please keep that in mind as you view this thread, as many of the topics and opinions may be outdated.
 
EGreg

July 05, 2000, 11:23 AM

Way to go, keep working at it :-)

"What direction you should go in depends very much on where you want to end up." - a famous cat :)

 
BLooD

July 05, 2000, 11:28 AM

It looks like the good old 'Indianapolis 500'

->BLooD

 
EGreg

July 05, 2000, 12:49 PM

Way to go, keep working at it :-)

"What direction you should go in depends very much on where you want to end up." - a famous cat :)

 
Vitorl

July 05, 2000, 02:24 PM

Ostia, es raro, pero mola!

 
Rui Martins

July 06, 2000, 05:56 AM

Nice, to see that someone else is also working on a Racer Game/Simulator.

Nice Work !
You must be using a hardware driver for OpenGL to get 63 frames, right ?
If so than you could smooth the track a little bit more, it would look a lot better, trust me !

How wheel does the car handle ?

Are you using the correct physics already ?

Is the track already non flat/planner, or is this just an effect you got by tilting the Camera ?

see ya, and best of luck.

 
Sebastian Posch

July 06, 2000, 07:30 AM

currently i'm trying to divide the track into loads of smaller polys,
and interpolate the different rotations between them, which is very hard..... (because my track generator works sectorbased now, i do other tracks than this, seen in rally-games and so on, becuase NASCAR tracks are boring:) )

time to learn some math and physics!

 
Rui Martins

July 14, 2000, 10:13 AM

> and interpolate the different rotations between them, which is very hard.....

Maybe you should try to find an easyer way !

I use a different method. I use a file with the following format (Example: file with a closed track)

# Track File
# Num_Parts start_X start_Y start_Z start_Direction start_Releve
019 0.0 0.0 0.0 0.0 0.0 Comments can be put in the reminder of the Lines
# Track Parts
# Angle Distance Heigth Width Releve SubDivision
0000 48 0 8 0 0
+090 32 0 8 0 0
0000 32 0 8 0 0
+180 32 0 8 0 0
-090 16 0 8 0 0
0000 32 0 8 0 0
+090 32 0 8 0 0
-090 32 0 8 0 0
+180 32 0 8 0 0
0000 64 0 8 0 0
-090 32 0 8 0 0
+180 48 0 8 0 0
0000 64 0 8 0 0
+180 24 0 8 0 0
-180 24 0 8 0 0
+090 16 0 8 0 0
0000 16 0 8 0 0
-180 16 0 8 0 0
0000 32 0 8 0 0





For a straight, "angle" is always (0), and the "distance" is the lenght of the straight.

For a curve, "angle" is the turning degrees of the curve (ex:+40), and the "distance" is the radius of the curve.

"Height" is an absolute height value, where the end of that track part must end. (its absolute and NOT relative, because this makes the building of the track easyer.

"Width", is the track width in meters.

"Releve" is the absolute "roll" efect you can give to the track in degrees. (again absolute, because it's easyer)

"Subdivision" is a quality setup to select how many sections (polys) a track part must be built upon.
Specifically:
0 - means automatic setup (varies according to the angle and radius of the curve.
+N - means the exactly N sections
-N - means quality control over automatic setup

ex:
-2 means double default automatic setup
-1 equals default automatic setup
-0.5 halfs default automatic setup

Each following track part is glued to the end (build from the end) of the last track part.

This implementation, at least as it is, does Not allow you to make bifurcations.
You can actually do that, but you have to setup N track files, one for each track section which derives from a bifurcation, and glue/place them together.

Also this can be improved by defining the track as big set of spline curves (eventually with straight sections/splines).

> (because my track generator works sectorbased now, i do other tracks than this,
> seen in rally-games and so on, becuase NASCAR tracks are boring:) )

Do you ment the looping kind o racing? A closed track ?
Is that what is boring ?

With my setup you can define open or closed type of track.
To be closed, you have to provide a setup which meets both ends.

But all of this is usually used only for the development cycle, because, in the end if you want to achieve some similarity with a real track, you will have to eventually design the track in a 3D-CAD program.

 
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