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v1.3.3.0+ Collisions and Movement

Collisions in car racing games can be the fun! Some games are based entirely on crashing into something. In order for collisions to occur game developers must have a good understanding of complex physics and math. But that’s not the end of it, designers must also consider game performance. Highly detailed objects look wonderful, but they will kill game performance if they are also used for physics calculations.

Race Track Builder aims to simplify this process by incorporating detailed models alongside simplified meshes. The high polygon and detailed buildings that are found in the City Streets XPack, now also contain low-polygon invisible meshes that are then used for the physics. RTB’s XPacker utility provide a way to combine these models into one object that the user can place into their race track.

When objects have been designed without specific Collision models, then RTB will generate a Collision object automatically, either as a Collision Column or as a BoundingBox around the entire object.

A similar approach is planned for String-Objects and Walls where an invisible simpler mesh will be automatically generated to act as a barrier, rather than attempting to use a detailed looking object.

v1.3.3.0
- Added: AC export now allows collision with Complex or non-Complex objects. Collisions occur with custom collision objects, collision columns or using a calculated boundingBox.
- Improved: XPacks have minor modifications to improve collision detection.
- Improved: Yorkshire Dales Rock Wall now has normal map.

v1.3.2.7
- Added: AC Export now has Complex Object Collision and Movement support.
- Added: Object now has Moveable property (effect currently limited to AC export and Complex Objects).
- Added: Collision Objects added to all Complex Object in the City Streets XPack.
- Added: XPacker: When loading FBX file, if texture can't be found, then it looks for "textures" or "texture" subfolders, before asking user for location.