Hi, It sounds as though you might be able to use a scene graph to model the environment and keep track of the cars. Scene graphs are pretty common in 3D games programming and other types of 3D software, such as ray tracing graphics and haptics. The main purpose of a scene graph is to perform collision detection. A scene graph is an n-ary tree. The root node usually represents the whole scene or environment. Child nodes of the root node usually then respresent whole objects in the environment, such as cars or buildings, and the child nodes of those nodes then represent the components of those objects, such as wheels and doors. Collision detection is generally performed using a depth first search of the tree. You take the coorddinates of the object that you want to test for collisions and compare those coordinates to the coordinates of objects in the scene graph. You only test the child nodes in cases where there is a collision with the node that is currently being tested. This way you'll eventually work out the geometry that the thing collides with without having to test against every piece of geometry. An improvement over the basic scene graph is to use a bounding volume hierarchy. A bounding volume is a shape that completely encloses the object in it. Typically cubes or spheres are used as bounding volumes as a box box intersection test is pretty cheap. Using bounding volume hierarchies reduces the number of expensive triangle triangle intersection tests that you have to perform. You can find details on scene graphs and bounding volume hierarchies all over the web. You can even find already written scene graphs, the most popular of which is Havok that has recently been acquired by Intel. So, I'll leave further investigation up to the reader. Will ----- Original Message ----- From: Chris Hofstader To: programmingblind@xxxxxxxxxxxxx Sent: Saturday, October 13, 2007 12:47 PM Subject: RE: game development layout question If you want city streets, take a look at the Grande Prix and various tours. ------------------------------------------------------------------------------ From: programmingblind-bounce@xxxxxxxxxxxxx [mailto:programmingblind-bounce@xxxxxxxxxxxxx] On Behalf Of Littlefield, Tyler Sent: Friday, October 12, 2007 10:15 PM To: programmingblind@xxxxxxxxxxxxx Subject: Re: game development layout question Inthane, I want to make it like city streets. I'm thinking of a GTA game, or something similar. Thanks, Tyler Littlefield. Vertigo head coder "My programs don't have bugs, just randomly added features." msn: tyler@xxxxxxxxxxxxx email: tyler@xxxxxxxxxxxxx aim: st8amnd2005 web: tysdomain.com ----- Original Message ----- From: inthaneelf To: programmingblind@xxxxxxxxxxxxx Sent: Friday, October 12, 2007 8:08 PM Subject: Re: game development layout question Ty, the type and style and even the nature of the tracks depend on what kind of racing, I. E. quarter mile, Indy, NASCAR, formula 1, 2, 3, 4, 5, grand prix, flat track oval/sprint car, figure 8 dirt track, demolition derby; so on and so forth, if you know of a game that is similar to what you want to build, that can give me an idea of what you want as well. or just the name of a race you have seen that caught your interest, like the "long beach grand prix" that's held out here every year, or the "Indianapolis 500" laters, inthane . For Blind Programming assistance, Information, Useful Programs, and Links to Jamal Mazrui's Text tutorial packages and Applications, visit me at: http://grabbag.alacorncomputer.com . to be able to view a simple programming project in several programming languages, visit the Fruit basket demo site at: http://fruitbasketdemo.alacorncomputer.com ----- Original Message ----- From: Littlefield, Tyler To: programmingblind@xxxxxxxxxxxxx Sent: Friday, October 12, 2007 6:27 PM Subject: Re: game development layout question I just want a basic track, that has turns on it etc. I also want other cars on it. Sorry, I'm not really sure what you want in terms of more information. Thanks, Tyler Littlefield. Vertigo head coder "My programs don't have bugs, just randomly added features." msn: tyler@xxxxxxxxxxxxx email: tyler@xxxxxxxxxxxxx aim: st8amnd2005 web: tysdomain.com ----- Original Message ----- From: inthaneelf To: programmingblind@xxxxxxxxxxxxx Sent: Friday, October 12, 2007 7:05 PM Subject: Re: game development layout question I can answer that Ty, but for a good answer you will need to feed info this way due to different types and styles of racing and tracks, what are you thinking of, for any type of mapping, I think your best way to work is with "units" weather there squares or octagons or pentagons, if you use some sort of measuring unit it will make things a whole lot easier. squares would be simplest, but also limiting in some kinds of designs. inthane . For Blind Programming assistance, Information, Useful Programs, and Links to Jamal Mazrui's Text tutorial packages and Applications, visit me at: http://grabbag.alacorncomputer.com . to be able to view a simple programming project in several programming languages, visit the Fruit basket demo site at: http://fruitbasketdemo.alacorncomputer.com ----- Original Message ----- From: Littlefield, Tyler To: programmingblind@xxxxxxxxxxxxx Sent: Friday, October 12, 2007 1:47 PM Subject: game development layout question Hello list, I've got a question. I'm thinking of writing a game in c++. I want to find a way to make the board and map. I thought about using an array, but then that would require that all objects are the same... Any ideas? Also, how are race tracks built? I want to do a bit of racing in the game, just not sure how to lay those out. Thanks, Tyler Littlefield. Vertigo head coder "My programs don't have bugs, just randomly added features." msn: tyler@xxxxxxxxxxxxx email: tyler@xxxxxxxxxxxxx aim: st8amnd2005 web: tysdomain.com __________ NOD32 2590 (20071012) Information __________ This message was checked by NOD32 antivirus system. http://www.eset.com