3d twisty track
category: general [glöplog]
I was playing Super Hangon (sega) and wondering, whats a good way to code the winding track effect? Also found in games like Outrun. Anybody know of some source I could look at? Anything helps.
I have found out that the technique used for games like Super Hangon, and Outrun is called "Super-Scaler". Its a step :)
f-zero gx
??
boobs
I have also herd this type of engine referred to as a bi-dimensional engine/race game. I still cannot find much details though.
I'm getting closer!!! Bi-Linear Parallax Scrolling!
a lot of old hw was able to scale only in 2d, so you would scale differently on every scanline in a h retrace interrupt handler. maybe the hw did not even do it, but the cpu was only fast enough to start a 1d scale only on every h interrupt. on gba for example one could set up a full du/dv every scanline and do stuff like fzero (1/z is constant over x in perspective mapping when y is constant). the simpler, earlier racing games i guess could only setup a du or do a variable 1d scale on the cpu, generating those racing games.
b0b0t: http://www.system16.com/hardware.php?id=697 mentions the road as a system16 hardware effect, dont know what that means though
One of my unfinished projects, nelumbo:
Basically I have the track as a spline, and I'm doing perspective projection and render scanlines from near to far. Handles perspective, hills, curves etc just fine. Naturally you can't have very steep curves with this technique, but it runs *real smooth* on the gp2x. I'm not sure if I'll ever finish that project, so I might clean it up and release it as it is..
Basically I have the track as a spline, and I'm doing perspective projection and render scanlines from near to far. Handles perspective, hills, curves etc just fine. Naturally you can't have very steep curves with this technique, but it runs *real smooth* on the gp2x. I'm not sure if I'll ever finish that project, so I might clean it up and release it as it is..
Interesting thread. I had been wondering for a long time what are the better techniques to render tracks in racing games on the CPC. That's because I'd like to try making a racing game on CPC myself. Some tracks seem to use raster colors to show that something is moving but you still have to change some pixels when the track from a straight road morphs into some steep curve. Maybe I should some tests and try this out.
Lol i actually had that game on my Vic20 Broderick, I played it so much along with all teh Scott Adams adventure games :) Adventure Island rocked!
I found some more good info on this. http://board.flashkit.com/board/showpost.php?p=3083307&postcount=14
I had a small amount of time to work on this while I was at work. Here is a screenshot of what I came up with.
I'm probably not doing it the "right" way, but it works. haha! If anyone wants to see the code, feel free to ask.
I'm probably not doing it the "right" way, but it works. haha! If anyone wants to see the code, feel free to ask.
Also, I checked out thrilldoll.com, very nice! 20/mo is a bit steep in price IMHO... Maybe I should code my own pr0n site and make tons of money! =)
Some of your dark lines are overlapping the bright lines. Fix that. Also, WTF happened to the perspective?
I believe they use Hblank tricks of a pre-drawn /_\ road and just moving the X scroll on the IRQ.
to simulate a mountain, they have a big step in the Y scroll and darkening the palette (pre-calculated probably)
to simulate a mountain, they have a big step in the Y scroll and darkening the palette (pre-calculated probably)
b0ib0t : I think back then most games used a one pixel high pre-scaled pattern of the road.
The road was drawn each scanline using the proper width of that pattern along the height of the screen then raster colors were positionned at the proper height and moving downward at a non linear speed to give the illusion of motion and perspective.
The road was drawn each scanline using the proper width of that pattern along the height of the screen then raster colors were positionned at the proper height and moving downward at a non linear speed to give the illusion of motion and perspective.
crazy road engine :
http://fr.youtube.com/watch?v=Eg7-bd03Nwg&feature=related
http://fr.youtube.com/watch?v=Eg7-bd03Nwg&feature=related
pmdata: That road engine does its curves and things w/out using sin() or cos()!!! I'm definitely going about things the wrong way... I think I'm going to throw away what I have so far and start over. Thank you so much for showing me that!