Welcome to the Virtual Raceway!
This world was created for the
final lab project for Virtual Reality (Spring 2006) at Rutgers University.
The purpose of this project was to make a fun to use game, that exhibits many
of the functions we learned during the semester. The game utilizes many
transforms, including scaling, rotations, and translations. There are 5
viewpoints to choose from, the StartLine being the default. The project also
incorporates texturing and primitives to make most of the background objects,
as well as InLining to keep everything more organized, as well as to import the
car model (from www.sugar3d.com). Movie Texture is used for the video on
the billboard in the distance.
Billboard nodes are used to create the few trees in the scene. The
terrain is made by an ElevationGrid, and the barriers and stands are made with
IndexedFaceSet. Two viewpoints are static, while two others (InCar) are
children of each respective car. The ChaseCam viewpoint rotates about the
Y-axis to follow the car as it moves down the track. Many spotlights were used
to illuminate individual lights on the tree, and are controlled by ROUTE
statements to switch from red to green. Control is done using the 5DT
DataGlove. The motion of the car in the left hand lane is tied to a clock and
position interpolater. The motion of the right hand car is tied to the index
finger position of the user. The user must keep his finger in the 'sweet spot'
to keep the car moving forward. Failure to do this results in the car stopping
motion, and too much wasted time will cost you the race! The left lane begins to travel, as well
as the lights changing, when the simulation detects initial movement of the
user's car. From the StartLine viewpoint, a blue orb is seen above each lane.
This orb illuminates to show the winner of each race. Here are some screen
shots of the simulation, namely each viewpoint and a good shot of the car
model.
To start the simulation, put on the
5DT Glove and load the .wrl file.
Begin moving your index finger.
The simulation starts when you are in the ‘sweet spot’. Keep your finger position constant to
move forward. Leaving the ‘sweet
spot’ will cause your car to stop traveling forward. Using the StartLine viewpoint, you can
see the winning lane’s blue light illuminate.
The model of the car is very
detailed, including an interior.
Note that this was the sample model from an online source, noted
above. The model also uses
transparencies for the windows.
This model was imported into 3DS Max, and then exported to VRML after
some simplification was made, as the original model was far too detailed for
its purpose here.
I had two problems with this
simulation. It seems that the clock
is sometimes started as the file is loaded. This causes the car in the left lane to
start at some position down the track instead of in the beginning with the
user. This error is random and is
sometimes present, and sometimes not.
Finally, I was not able to implement a reset feature, meaning each run
of the simulator requires the browser to reload the .wrl file. This also causes the computer controlled
car to restart once it reaches the end of the track, due to the timesensor
repeating. Switching to “loop
FALSE” made the car not move at all.






And finally, the simulation can be viewed here