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Tree representation problem

Started by QWERTY 1 reply 600+ views
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QWERTY
QWERTY
We are starting now to make our first 3D engine for outdoor scenes rendering especially for car racing game. Our problem is how to store the scene informatons. So I want to know which tree representation is the best one for such engine (BSP Trees, Quadtrees, etc.). If someone here has previous experience with making an outdoor engine, please let me know. Thanks in advance.
Tom
Tom
If your track is one contiguous strip (ala, Need for Speed), you can store track data as a single strip of regions, and then draw each visible region as the player comes to it. You can recurse this strip backwards if the player is driving the wrong way.

I will admit that I''ve never programmed such an engine. This is just my theory on the matter, but it looks sound to me. If your track is going to cross itself, you''ll need to supplement that with your own idea, because I haven''t figured that part out.
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QWERTY
QWERTY
Yes, strips are good idea. We have already solved this problem with track. But what I want to know is how to store the whole world around (including buildings, trees, etc). We are thinkig about quadtree or combination of quadtree and BSP trees. So if anybody has an idea, please let me know.

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