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tire idea
06-15-2008, 03:28 PM,
#3
 
sorta. but more to make the mesh as simple as possible for the code to understand. i guess it's not *really* needed because if you crunch distances from origin to vertex each ring should have roughly the same distance. which, in most cases won't be the same as any other ring (barring inside wall vs. outside wall, which is easy to figure out by +/- of the x value).

but once the game has identified which vertices belong to which rings it should be pretty easy to scale them (for y & z) and translate them (for x). and from there only slightly more complex to type in the code found on the side of each tire. and have the appropriate tire generated.

as with all 3d space discussion it's sorta difficult to understand one person's written description. was that better?
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Messages In This Thread
tire idea - by zimluura - 06-14-2008, 12:22 PM
Re: tire idea - by joevenzon_phpbb2_import3 - 06-15-2008, 12:59 PM
[No subject] - by zimluura - 06-15-2008, 03:28 PM
[No subject] - by joevenzon_phpbb2_import3 - 06-16-2008, 12:57 PM
[No subject] - by zimluura - 06-16-2008, 02:51 PM
[No subject] - by joevenzon_phpbb2_import3 - 06-18-2008, 12:04 AM
[No subject] - by zimluura - 06-18-2008, 02:43 PM
[No subject] - by joevenzon_phpbb2_import3 - 06-18-2008, 11:19 PM
[No subject] - by zimluura - 06-19-2008, 02:02 PM

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