Retired Document
Important: This sample code may not represent best practices for current development. The project may use deprecated symbols and illustrate technologies and techniques that are no longer recommended.
READ ME.txt
- README - |
RollerCoaster Sample Code Version 1.0 |
9/18/98 |
by Scott Kuechle |
Apple Developer Technical Support |
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1. ABOUT ROLLERCOASTER |
RollerCoster demonstrates how to create a simple roller-coaster simulation using QuickDraw3D. It is based heavily on the orginial Gerbils code by Brian Greenstone. The program builds a simple track using the mesh geometry and then moves the camera location along the track to simulate a "ride". |
2. REQUIREMENTS |
QuickDraw3D Mac/Windows 1.5.4 or better. |
QuickTime 3.0 or better for Mac/Windows |
To run QuickDraw 3D on a Mac the user's machine must include: |
* A PowerPC processor |
* Macintosh System 7.12 with DragLib or later (7.5.1 recommended) |
* A hard drive |
* 16MB RAM |
To run QuickDraw 3D on a PC the user's machine must include: |
* A Pentium processor |
* Windows 95 or Windows NT |
* A hard drive |
* 16MB RAM |
3. BUILD ENVIRONMENTS |
This sample was built on the Mac using Metrowerks CodeWarrior IDE version 2.1 with Universal Interfaces 3.2. |
This sample was built under Windows using the Microsoft Visual C++ 4.0 development environment and the QuickTime 3.0 SDK Interfaces & Libraries. |
3. SPECIFICS |
As mentioned previously, this code is based heavily on the Gerbils code by Brian Greenstone. The track in this sample is built using B-splines. For a good discussion of how to build a track using B-splines, refer to the document by Brian Greenstone titled "Making Cool QD3D Apps" on the Apple QuickTime web site (http://www.apple.com/quicktime/). |
To construct the track we've first defined a number of track "sections", with each track section containing a simple list of control points (refer to the TrackSectionType data structure in the interface file Track.h). The Mac version of the sample has stored the track sections in a resource file - the Windows version has them stored in a file. The control points in each track section are used to build a spline curve for each section. Next, the track sections are rotated into place to form a closed loop representing the entire connected track. Finally, texturing is added (note: on the Mac the texturing files are loaded from resources - under Windows, each texture file is simply a separate data file which must be in the same folder as the application). |
To simulate a "ride" on the track, the camera location is simply moved along the track from section-to-section. Many of the parameters used in building the track can be adjusted. See the interface file "Track.h" for the details. |
4. USING ROLLERCOASTER |
Simply launch the application and you're off - the program automatically takes the user for a ride on the track. To quit, either click in the window close box or select <command><q> on the Mac, <control><q> under Windows. |
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