Real-Time Generation of Random Tracks for 3D Racing Games

Track modelling for modern 3D games can be a strenuous task, which can involve hundreds of man-hours in the hands of professional artists. The graphics programmer is usually alleviated from the modelling task but must ensure a smooth transition into the graphics engine. Automatic track generation by means of splines can render the task simpler or in the least serve as a substitute to the traditional modelling process. Moreover, it is possible to create infinite random tracks by applying the same techniques in real-time to the game engine. Infinite random track design is made possible through the inherent properties common to most splines and in particular to Bézier curves, since cubic Bézier curves can be defined solely from four control points and parametric continuity properties ensure smooth transitions between curve segments.

In the gaming terms, this approach can enrich the gaming experience in terms of longevity since each track will have a certain novelty value. Furthermore, certain aspects of track generation such as amount of curvature and alleviation can be easily parameterised and be set by the user creating tracks which can be the equivalent of a Sunday drive or a roller coaster ride.

The student is required to produce the final product in the form of a 3D futuristic racing game, employing the techniques discussed above for the modelling of the track. A simple physics model interacting with the track must be provided for the spaceships as well as techniques for collision detection and simple AI. Networked play is a welcome but optional task. The student will be given a poetic license in terms of the look and feel of the game.

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