Tron Light Cycles like path/wall behind vehicle
Posted: Sat Jun 19, 2010 4:38 pm
I've been working on a game that implements a tron-esque like mode (not exactly the same) that requires leaving a wall/path behind the moving craft. The problem is that I'm not entirely sure the best way to go about it. As some already know, I'm working with C# in XNA so there's some functionality built in that I can take advantage of (working with primitives for examples). Right now, I kind of have two thoughts in mind:
1) Working with primitives - this would involve working with a bunch of vertices, including updating the most closely following vertices and laying permanent vertices every time the object turns (primitives can be a bitch to work out good algorithms for I've found - but it's doable).
2) Lay some model "piece" down every fraction of a second to give a nice long continuous path that looks smooth but is really just a bunch of little segments pieced together. I'd imagine that this could be very memory intensive (though if I properly load the model/models I'd use for the path and just reference those every time I place a new one then I suppose it wouldn't be that much... that's assuming that something like that would work).
I'm still kind of working this aspect out from a design perspective before going headfirst into it - any feedback or suggestions would be greatly appreciated. I don't necessarily need to use either of those approaches, they're just the ones that occurred to me.
EDIT: Here's a link to a youtube video showing Armagetron which is a game based upon lightcyles from Tron:
http://www.youtube.com/watch?v=AtG85KGfwYg
1) Working with primitives - this would involve working with a bunch of vertices, including updating the most closely following vertices and laying permanent vertices every time the object turns (primitives can be a bitch to work out good algorithms for I've found - but it's doable).
2) Lay some model "piece" down every fraction of a second to give a nice long continuous path that looks smooth but is really just a bunch of little segments pieced together. I'd imagine that this could be very memory intensive (though if I properly load the model/models I'd use for the path and just reference those every time I place a new one then I suppose it wouldn't be that much... that's assuming that something like that would work).
I'm still kind of working this aspect out from a design perspective before going headfirst into it - any feedback or suggestions would be greatly appreciated. I don't necessarily need to use either of those approaches, they're just the ones that occurred to me.
EDIT: Here's a link to a youtube video showing Armagetron which is a game based upon lightcyles from Tron:
http://www.youtube.com/watch?v=AtG85KGfwYg