Hehe, thanks Mike.
This project has got as far as it can, it pushed Blitz to its hardest.
Techniques? sure.
The track itself is many meshes built in Max by Evak, using the B3D pipeline, Fantastic bit of work :) The collision mesh is a low-poly proxy mesh built from the basic parts of the visiible mesh, It's split into several pieces.
and of course we used ODE for physics, using Vorderman's original ODE wrapper :)
Anything else you'd like to know? :)
This project has got as far as it can, it pushed Blitz to its hardest.
Techniques? sure.
The track itself is many meshes built in Max by Evak, using the B3D pipeline, Fantastic bit of work :) The collision mesh is a low-poly proxy mesh built from the basic parts of the visiible mesh, It's split into several pieces.
and of course we used ODE for physics, using Vorderman's original ODE wrapper :)
Anything else you'd like to know? :)