Implementation of Race Game Tree

Posted by Mert Toka on Game Development See other posts from Game Development or by Mert Toka
Published on 2012-12-11T23:15:31Z Indexed on 2012/12/12 5:18 UTC
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I build a racing game right in OpenGL using Glut, and I'm a bit lost in all the details. First of all, any suggestions as a road map would be more than great.

So far what I thought is this:

  1. Tree implementation for transformations.
  2. Simulated dynamics.(*)
  3. Octree implementation for collusion detection.
  4. Actual collusion detection.(*)
  5. Modelling in Maya and export them as .OBJs.
  6. Polishing the game with GLSL or something like that for graphics quality.

(*): I am not sure the order of these two.

So I started with the simulated dynamics without tree, and it turned out to be a huge chaos for me. Is there any way you can think of such that could help me to build such tree to use in racing game?

I thought something like this but I have no idea how to implement it.

Reds are static, yellows are dynamic nodes Reds are static, yellows are dynamic nodes

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