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Reckless Racing

polycounter lvl 18
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tucho polycounter lvl 18
Hi people, recently I played Reckless Racing on my HTC, and this game has the best looking 3D environments which I've ever seen on a mobile device.

I'm curious about the technique and textures that they use, it seems that they use just one huge texture to texture all the map, as there is not any visible tiling, if so which size could be this texture? because some maps are pretty big and the pixel ratio of the texture on all its points are more than acceptable.

Lighting is impressive too.

Anyone have any info about it or about any other aspects of the engine that they use?

4ac9701d02311c2d98ad33e6a2eb36c81573c379.jpg

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  • commander_keen
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    commander_keen polycounter lvl 20
    Its probably similar to Mini Motor Racing The author says in that thread that the environments are made of just a few textures which were baked in a 3d app, so the environments were probably setup completely in the 3d app with lots of different textures and stamps and complex shaders, then baked onto the game geometry, including lighting. Mobile devices generally have a lot of memory so its not as unreasonable as it might sound.
  • CrazyButcher
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    CrazyButcher polycounter lvl 20
    mobile also has even more aggressive texture compression algorithms than desktop, saving bandwidth and mem costs
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