Wednesday, September 8, 2010

Bike Paths

Terrain Rendering

I wouldn't have much of a bike game without a track, so that's what I've been working on today. The red points are editable control points and I interpolate the other points using Catmull-Rom Splines.

The track is just X-Y coordinates, with the Z value obtained from the height of the terrain.


  1. Riding through that bit of water would be interesting. Just go really fast I guess.

  2. The water is actually a lot shallower there than it looks from a distance. You still end up getting fully submerged for a bit, though. I'm currently not factoring water into the physics, so you can quite happily drive underwater :-)