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		<title>Blog for Benjamin Kaiser at GarageGames.com</title>
		<description>Blog feeds for Gamers and Developers in the GarageGames community.</description>
		<link>http://www.garagegames.com/</link>
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		<dc:date>2008-08-29T06:51:56+00:00</dc:date>
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		<dc:date>2008-04-12T23:25:04+00:00</dc:date>
		<dc:creator>Benjamin Kaiser</dc:creator>
		<title>Polysoup, a racetrack and a casual racing game...</title>
		<link>http://www.garagegames.com/blogs/63320/14597</link>
		<description>Hi and welcome to my first blog here. My name is Benjamin Kaiser and I work as CTO of a German based MMOG publisher. I've bought TGE around two years ago because I like to work with game engines, doing game programming and so on. It's one of my hobbies but till now I've only tried to find solutions for all the problems that comes with my project: A casual racing game like Mario Kart!&lt;br&gt;&lt;br&gt;All the time I got some progress exept for one thing: The racetracks (not so important for a racing game. ;)!&lt;br&gt;&lt;br&gt;I've tried a lot with DIFs as the racetracks which works quite fine, but I could only do flat racetracks without slopes and banking... not very interesting for the audience... also I've got some problems with the shadows of the vehicles on the tracks...&lt;br&gt;&lt;br&gt;With the release of TGEA 1.7 everything changes. All the time I've missed only one feature to fullfil my dreams: Polysoup collision detection! This was the main reason why I've upgraded to TGEA last week (who needs shaders or better performance? ;-)) and I've startet directly with some testing on my racetracks. Here's the first result:&lt;br&gt;&lt;br&gt;&lt;center&gt;&lt;img src='http://nwl.yusho.de/garagegamesblog/1.jpg'  alt=&quot;&quot;&gt;&lt;/center&gt;&lt;br&gt;&lt;br&gt;&lt;center&gt;&lt;img src='http://nwl.yusho.de/garagegamesblog/2.jpg'  alt=&quot;&quot;&gt;&lt;/center&gt;&lt;br&gt;&lt;br&gt;As you can see the track supports slopes, banking and also the shadows works fine! As you can see at the screenshot also the Framerate is quite nice with around 180 FPS!&lt;br&gt;&lt;br&gt;So if you want to make a racing game and search for a solution to make tracks: Get TGEA now and fullfill your dreams! Here are a few tips from my experience:&lt;br&gt;&lt;br&gt;- Create only the track himself as a DTS! Don't do it like on some other racing games where you create the whole track with all the environment directly! Create a DTS of the track and embed it in the normal Torque Terrain and add trackside objects like you would do it normaly in Torque. This will decrease the work of the Polysoup routine and keep your FPS high...&lt;br&gt;&lt;br&gt;- Use lofting to create the track. You can find an easy tutorial where you can get nice results within minutes here: &lt;a href='http://pixel81k.abstract-design.ch/tutorials/3dsmax/racetrack/index.html' target=_blank&gt;&lt;b&gt;Click here!&lt;/b&gt;&lt;/a&gt;&lt;br&gt;&lt;br&gt;Whatever, I will test more and more on this task in the next days and will keep you up to date in the next time on my casual racegame project!&lt;br&gt;&lt;br&gt;Benjamin Kaiser&lt;br&gt;&lt;br&gt;P.S.: Thanks Ben Garney for his implementation off the Polysoup Collision detection!</description>
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