An idle thought ... portraying 3D environment in 2d
Posted: Wed Mar 10, 2021 12:27 pm
Was thinking how I would make a NASCAR game where cars drive around a track looking top down. It would use the physics engine to provide motion and believable steering.
Thought bubble - how would I factor the banking of corners (think oval tracks) in a top down 2D universe in such a way that the banking aided/assisted the car turning into the corner (or more correctly, not flying off the corner).
The banking can't be seen when looking down, strictly speaking, but there are forces at play that need to be replicated. Assuming corners were regular and consistent for simplicity (not ovals) then how would you approach that?
Thought bubble - how would I factor the banking of corners (think oval tracks) in a top down 2D universe in such a way that the banking aided/assisted the car turning into the corner (or more correctly, not flying off the corner).
The banking can't be seen when looking down, strictly speaking, but there are forces at play that need to be replicated. Assuming corners were regular and consistent for simplicity (not ovals) then how would you approach that?