Optimizing racing game
Posted: Sun Dec 13, 2009 11:54 am
Hi!
I'm creating a small simple racing game for xbox360. The whole track is visible from a top down view.
I was hoping it would be possible to have 4 players ( cars ) racing.
I'm using a pretty big triangle mesh for the track. ( about 4300 triangles )
I've also placed some boxes on the track.
The cars have very high sliding friction and grip.
At the moment I do
* update physics space
* update players/cars ( accelerate, break etc... )
* update other game logic ( read entity world matrix, add & remove physics objects )
* Update graphics stuff
* draw
- When is it best to do the physics update?
- How tesselated should the triangle mesh be. ( in the attached jpg the cars are about 6m long )
- Is it better to use a height field and convex entities instead of one big trimesh?
I read some where that the Vehicle code was going to change?
thanks!
I'm creating a small simple racing game for xbox360. The whole track is visible from a top down view.
I was hoping it would be possible to have 4 players ( cars ) racing.
I'm using a pretty big triangle mesh for the track. ( about 4300 triangles )
I've also placed some boxes on the track.
The cars have very high sliding friction and grip.
At the moment I do
* update physics space
* update players/cars ( accelerate, break etc... )
* update other game logic ( read entity world matrix, add & remove physics objects )
* Update graphics stuff
* draw
- When is it best to do the physics update?
- How tesselated should the triangle mesh be. ( in the attached jpg the cars are about 6m long )
- Is it better to use a height field and convex entities instead of one big trimesh?
I read some where that the Vehicle code was going to change?
thanks!