Overview
The last chapter is the end of the book. You will understand all the details of racing games. This chapter describes all the game screens, game logic, scoring systems, and everything you need. Most Rendering Techniques for scenes and tracks have been discussed in Chapter 12th, but this chapter adds a shadow. Because physics and vehicle control have been discussed in the previous chapter, you can insert thisCodeAnd start testing the game itself.
The main purpose of this chapter is to familiarize you with racing games and underlying code. At the end of this chapter, you should know everything to create your own adapted racing games. Game adaptation can be simple. simply adapting graphics and 3D models can also change the logic of the entire game so that it is no longer a racing game. For example, the rocket Commander can be adapted, but the game logic and rendering code are fixed. You can change the model more or less and add a little new game logic. Although most rocket Commander adaptations look completely different (see Figure 14-1), the game logic is similar. The rule of the rocket Commander game is to keep moving forward and avoid collision with other objects (such as the Minor Planet). It also collects items such as life values, fruits, and pizzas. Some adapted versions have faster game speeds, while others are much slower, focusing on solving mental problems, such as collecting the right fruits (PISA commanders and fruit commanders ). Fortunately, it is not difficult to adapt the rocket Commander because it is easier to change the original version. If there are some different 3D models, it is easy to change them. It is not difficult to change the game logic, because you only need to care about the mission class and player class, and the other classes are only used for menus and graphics.
Figure 14-1
The latest adapted version (when writing this book) is the canyon commander, which shows that graphics and gameplay can be greatly changed without too much effort. This version was developed by a Canadian. Net beginner and is his first game project. I would like to say that this is impressive.
This chapter introduces more complex racing games and allows greater game changes. Different codes and 3D models can be used to create a completely different game. Scene engines can be found in strategy or role-playing games, but even outdoor shooting and adventure games can greatly benefit from the existing scene rendering engine. However, creating a complete adaptation version and changing the logic of the entire game requires a lot of work. If your adaptation version is not required, you can also delete the code responsible for generating the path.
Obviously, it is much easier to adjust some game parameters to keep the same type and change only the 3D model. This is what you will do at the end of this chapter. At that time, you can freely implement your own game ideas. Speedy racer adapted to replace the racing model and make the road wider to make driving easier, but it significantly increases speed. This adapted version will be discussed in detail at the end of this chapter.