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 How it was done
 

Race3d took a lot of the same programming concepts from Scared, but with some nifty other features like pause capability, menus, on-the-fly window resizing, layered surfaces, and basic floor mip-mapping. It was about 300 hours of work, from arounf August 1998 to January 1998.

 

 Graphics
 

All graphics were edited using Paint Shop Pro.

The landscape is tile based. There are two layers: a road layer and a surface layer. 

Surface Layer (bottom layer) Road Layer (top layer)
64x64 tiles 128x128 tiles 
Not mip-mapped Mip-mapped (kinda)
Continuous. Not continuous; also, transparent is some areas so the surface shows through.
Grass, sand, ice, water, and dirt tiles. Horizontal, vertical, diagonal, horizontal-to-vertical turn, horizontal-to-diagonal turn, and vertical-to-diagonal turn.

Also, the road tiles are numbered in sequential order so that the engine can keep keep track or laps, whether the player is trying to cheat by skipping a portion of the track, and for the AI character to move. The level editor does the numbering automatically.

  • The car graphics were photographs provided by CMO. This is what takes up the most time in the download.
  • The background, trees, and bushes were photographs taken by me.
  • Other graphics were drawn by me.
  • Window resizing was done by creating a variant of MemoryImageSource.

 

 Sound
 
  • The car engine starting is my 1989 Honda Accord starting.
  • The car engine running is a combination of my car running, and me imitating a running car ("rrrrr....").
  • Simple effects were applied to make it sound like the car engine revving up or down.
  • The tires screech sound is me imitating a baby dinosaur.
  • The off-road sound is me clearing my throat.

 

 Level Editor
 

This time I learned my lesson and developed the level editor at the same time as the engine - and it was worth it. It made the whole task a lot easier. New levels can be built very easily.

 

 Artificial Intelligence
 

The AI cars aren't the most intelligent, but they're not bad. Since the road tiles are sequentially numbered, the AI cars simply start at road tile '0', and continuously drive toward the next tile. Actually, they look a few tiles ahead to get ready for turns. They don't pay attention to other cars, but they do bump into each other. The AI cars aren't fool-proof: There are some rare instances where a car may get "lost" and drive around in circles.