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- Newsgroups: rec.games.programmer
- Path: sparky!uunet!usc!rpi!batcomputer!cornell!rochester!rit!isc-newsserver!ritvax.isc.rit.edu!TJG2946
- From: tjg2946@ritvax.isc.rit.edu
- Subject: Re: 3D driving games
- Message-ID: <1993Jan21.155040.4907@ultb.isc.rit.edu>
- Sender: news@ultb.isc.rit.edu (USENET News System)
- Nntp-Posting-Host: vaxa.isc.rit.edu
- Reply-To: tjg2946@ritvax.isc.rit.edu
- Organization: Rochester Institute of Technology
- References: <1993Jan21.052246.23800@wam.umd.edu>
- Date: Thu, 21 Jan 1993 15:50:40 GMT
- Lines: 17
-
- Tell your friend to not waste his time in a ground-based racing game.
- You should get him to do something rare: Air-based racing game or space
- based. Instead of worrying about the vector graphics in the background in
- space, you can just create an corrior (?) track (confine the driver in the
- 3-d space. Make this track 3-d. Up, down, left, right, all around. You can
- make the boundaries sligtly transparent so the driver can see if there is a
- big turn coming up. If you want to stay on earth, just create a large amount
- of mountain range and restrict height to a certain limit and let them go
- in a race-plane. Finally if you must stay on the ground, don't waste the
- time on something that World Circuit can beat, just go futursic (?) and create
- a F-zero clone (the one on the SNES). And instead of limiting to just 13
- tracks they provided, you can create a lot more. You don't have to worry about
- the outside effect for the earlier version, just make something that
- would simulate a real 'hovercar'. I hope you will follow these advices and
- we will have a lot of fun on these and a lot of registration $$$ will roll
- in.
-
-