Oh yeah, I made a dos mode7 f-zero remake back in 2001 and had to use some tile map trickery to be able to display the track. For these 1024x1024 tracks I can just map the whole texture to a single quad and move the kart around on the quad. But for F-Zero size tracks I'd probably slide the ground quad around with the kart, read tile map data and draw the tiles onto the quad in relation to where you are on the track. Which is a lot more work than how I'm doing it right now in SIK![]()






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