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Thread: Game: Track implementation

  1. #11

    Re: Game: Track implementation

    Ok, after I spend the day playing with my son WarCraft 3 I think I will try to come up with some text track blocks and will try to create a simple track builder. I wanna see how I cna get this done so maybe then we can decide more easier.

  2. #12
    Super Moderator Petr Schreiber's Avatar
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    Re: Game: Track implementation

    Hi Mike,

    I took tiles approach for my bachelors thesis prototypes, you can see result in attached image.
    Problem on my side was fixed tile size - too evident structure

    But if we could make some more varied system for blocks it could look good.

    Petr
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  3. #13
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    Re: Game: Track implementation

    Why are the block sizes fixed?
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  4. #14
    Super Moderator Petr Schreiber's Avatar
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    Re: Game: Track implementation

    Because I wanted to be able to store it similar way as in Labyrinth - just matrix of ASCII characters, each meaning tile.
    The requirement was to keep it simple. This is not good for exteriors as you can see.

    Game could use variable tile size.


    Petr

    P.S. I apologize, but I must DIM myself AT bed now, will spend ... nice ... whole day in school tomorrow, better to sleep now than in the class
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  5. #15

    Re: Game: Track implementation

    Quote Originally Posted by Petr Schreiber
    Hi Mike,

    I took tiles approach for my bachelors thesis prototypes, you can see result in attached image.
    Problem on my side was fixed tile size - too evident structure

    But if we could make some more varied system for blocks it could look good.

    Petr
    Nice one, here is my try. These are quick builds so don't judge the shape. I just wanna visualize what I ment with the track blocks.
    Attached Images Attached Images

  6. #16
    Super Moderator Petr Schreiber's Avatar
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    Re: Game: Track implementation

    Hi Mike,

    this looks very good!
    I was thinking that having tiled geometry could help us with easier collision detection too.


    Petr
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  7. #17

    Re: Game: Track implementation

    Quote Originally Posted by Petr Schreiber
    Hi Mike,

    this looks very good!
    I was thinking that having tiled geometry could help us with easier collision detection too.


    Petr
    Should I put more effort into this and think about this further?

    Btw. here is a picture of a trackmania track without textures. The editor works the same like I envision it for our game.


  8. #18

    Re: Game: Track implementation



    Hi all,
    Sorry for my absence yesterday.

    Nice track, would be very nice to be able to add at the game. subdivide the track into a blocks it's great idea.

    maybe we can assign to each blocks some properties of that part of track.
    for Example: if it is a curve we can assign at the properties of a block the angle and the forward of curve for simple manage of Hovercraft AI and collision.

    what do you think about this ?

    Ciao,
    Simone
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  9. #19

    Re: Game: Track implementation

    I let Petr answer this but certain parameter, sure. I was thinking about that you could define collision areas inside the track editor. Something like that.

  10. #20
    Super Moderator Petr Schreiber's Avatar
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    Re: Game: Track implementation

    Hi Simone, Mike,

    that trackmania screen looks good!
    So I am all for it. I just see there some potentionally problematic places for collision detection ( like when road bends and goes up at the same time ). The tiles Mike presented were more 2D in some sense, more easier to do.

    I need to think about the collision for such a more advanced cases.


    Petr
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