Re: [tuxracer-devel] Roadmap
Status: Beta
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jfpatry
From: Jasmin P. <jf...@mu...> - 2000-03-18 18:56:48
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On Sat, 18 Mar 2000, Steve Baker wrote: [snip heightmap meshing discussion] > Better still (IMHO) is to go to irregular triangle meshes and generate > more triangles in areas of high curvature, etc. This is a REALLY deep > subject though and it gets you into dynamic skinning techniques where > you use more triangles close to the eye, etc, etc. That's basically what I've done. It's still not perfect; the triangulation pattern is fixed (at the highest level of detail) like this: ... +-+-+-+-+ |\|/|\|/| ...+-+-+-+-+... |/|\|/|\| +-+-+-+-+ ... At least now it's symmetric. People should also be able to design their courses at higher resolutions, with only a small performance hit. (I haven't tried this yet, though). > * Scheme where you need to reach a certain time in order to 'beat' > a level so you can go onto the next one. > > * 'Ghost' - most racing games can record your last game and replay it > as you play again (usually with your last run shown as a translucent > version of yourself - hence the term 'ghost'). Thus you play against > your previous run. This is VERY useful for improving your play and > tuning your run to beat a tough level time. Both good ideas. Cheers, Jasmin |