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I'm working on a roller coaster game, and I have computed a function that represents the path of the track in the 3D space. Since the track will be tubular and will be dynamically generated(as opposed to a very large obj file), I was wondering if there was any elegant way to render something like this.

Something like this is what I'm aiming for

enter image description here

PS: I'm currently working in SceneKit on iOS/OSX

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  • \$\begingroup\$ I'm curious to know if anyone can come up with a tessellation solution. Depending on the platform, you could possibly send tube "paths" as a series of points and let the gpu calculate the rest in a geometry shader? This might be efficient, but rather complex to learn. Reader further though, I doubt iOS will support that method. \$\endgroup\$ – RobStone Aug 5 '15 at 19:01
  • \$\begingroup\$ I'm thinking of simplifying the tracks to simple cylinders and Spheres and/or using SCNShape developer.apple.com/library/mac/documentation/SceneKit/… \$\endgroup\$ – Robin Thuran Malhotra Aug 5 '15 at 20:03
  • \$\begingroup\$ Wait, is this an example of path controlled extrusion? \$\endgroup\$ – Robin Thuran Malhotra Aug 5 '15 at 20:11

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