What's the best way of representing surfaces in a 2d top down racing game? I'd like paved and dirt surfaces in my game to have different friction properties. Would you break up the map into a grid and simply check where in the grid the car is to determine the friction? Or is there a better way of managing it?
The roads and dirt are not self contained all or nothing tiles either, so I'd have to handle a grid section that contained some road and some dirt.