Tunnels in pseudo 3D racing game

Posted by Nicholas on Game Development See other posts from Game Development or by Nicholas
Published on 2014-06-13T00:07:19Z Indexed on 2014/06/13 3:42 UTC
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How would one go about doing tunnels in a pseudo 3D racing game ? The main problem I have at the moment is perspective - I cant think of a way, beyond having to Z sort the sprites and tunnel coordinates, so that vehicles are displayed in front of the tunnel entrance and somehow block the display when out of site. I would like my tunnels to be used on both flat, curved and hills and slopes.

The tunnel enterance/exit is made up of 3 separate graphics, (left, right and top), whilst inside the tunnel it is just one line graphic along the top (the idea being its supposed to be a set distance above the current vertical road position).

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As you can see from the picture, the vehicles are still being rendered whilst in the tunnel.

I've converted the Code Incomplete road system to GLBasic.

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