Game Development Reference
In-Depth Information
Real-time Racing Game
Tutorial
So far in this topic all of the game examples that we visited were mostly turn-based,
except for jigsaw. In this final example, we will see a non-turn-based game that is a
fast action, real-time racing game. To make things simple, that is to avoid any kind
of physics, we will race with spaceships through tons of asteroids. We will call this
game Astrorace !
In this chapter, we will learn the following:
• Game programming to move a ship through space
• Adding items along the racetrack
• Collision detection of items with the spaceship
• Quickly creating different spaceships via skinning
• Optimizing the item loads for a long racetrack
• Implementing radar and mini-map
• Multiplayer implementation with an emphasis on network lag
Astrorace is a 2D platform or a side-scroller kind of racing game.
Since this game requires data to be distributed among the players within the room at
a much higher frequency, we will also look at the performance considerations and at
the lag issues that a game such as this one will face.
This chapter assumes that the reader has read the Hello World tutorial (Chapter 2)
and is familiar with the PulseUI framework, as we will not be delving deep into the
screen management or the Pulse game state APIs.
Only relevant bits and pieces of the game code implementation are presented in this
chapter, complete source code may be found at http://forum.gamantra.com .
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