How to Create 3D Roads for Mario Kart Game
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RacingDev_Chris
Posted on July 22, 2025 • Advanced
🏁 Need Help Creating 3D Roads for Mario Kart
Hey everyone! I’m working on a Mario Kart-style racing game in Scratch and I’m struggling with creating realistic 3D roads. I want to make roads that:
- Look like they’re going into the distance with proper perspective
- Have curves and turns that feel natural
- Support different track layouts
- Look smooth and professional
I’ve been trying different approaches but can’t get the perspective right. The roads either look flat or completely wrong. Has anyone successfully created 3D racing tracks in Scratch?
Here’s my current project: https://scratch.mit.edu/projects/1200147542
Any help would be amazing! 🙏
RoadMaster_3D
Replied 3 hours later • ⭐ Best Answer
@RacingDev_Chris Great project idea! 3D roads are definitely challenging but totally doable in Scratch. Let me walk you through the key concepts:
🛣️ Understanding 3D Road Perspective
The secret to realistic 3D roads is understanding how perspective works:
🔧 Basic 3D Road System
Here’s the core algorithm for drawing 3D roads:
// Road rendering variables set [road segments v] to [100] set [road width v] to [200] set [player z v] to [0] set [horizon y v] to [0] // Main road drawing loop repeat (road segments) // Calculate distance for this segment set [segment distance v] to ((counter) + (player z)) // Skip if too close (behind camera) if <(segment distance) > [1]> then // Calculate perspective set [screen y v] to ((horizon y) + ((camera height) / (segment distance))) set [segment width v] to ((road width) / (segment distance)) // Draw road segment set pen color to [gray] set pen size to [2] go to x: (0 - (segment width)) y: (screen y) pen down go to x: (segment width) y: (screen y) pen up end change [counter v] by [1] end
🌟 Adding Road Curves
To make curved roads, add horizontal offset calculations:
// Curve calculation set [curve strength v] to [50] set [curve position v] to ([sin v] of ((segment distance) * [10])) set [road center x v] to ((curve position) * (curve strength)) // Apply curve to road drawing go to x: ((road center x) - (segment width)) y: (screen y) pen down go to x: ((road center x) + (segment width)) y: (screen y) pen up
🎨 Advanced Road Features
Here are some enhancements to make your road look professional:
1. Road Markings:
// Draw center line if <((segment distance) mod [4]) = [0]> then set pen color to [white] set pen size to [3] go to x: (road center x) y: (screen y) pen down change y by [-2] pen up end
2. Road Sides and Grass:
// Draw grass on sides set pen color to [green] set pen size to [5] go to x: ((road center x) - (segment width) - [20]) y: (screen y) pen down go to x: ((road center x) - (segment width)) y: (screen y) pen up go to x: ((road center x) + (segment width)) y: (screen y) pen down go to x: ((road center x) + (segment width) + [20]) y: (screen y) pen up
3. Hills and Elevation:
// Add hills set [hill height v] to ([sin v] of ((segment distance) * [5])) change [screen y v] by ((hill height) * [20])
🏎️ Performance Tips
- Draw far to near: This ensures proper layering
- Skip distant segments: Don’t draw segments too far away
- Use efficient pen drawing: Minimize pen up/down operations
- Limit segment count: 50-100 segments is usually enough
The key is getting the perspective math right - everything else builds on that foundation! 🚗💨
RacingDev_Chris
Replied 2 hours later
@RoadMaster_3D This is INCREDIBLE! 🤩 Thank you so much!
I implemented the basic perspective system and it works perfectly! The road actually looks 3D now and the curves are smooth. The math explanation really helped me understand what was going wrong before.
I’m going to add the road markings and grass next. This is going to make my Mario Kart game so much better! 🏁
GamePhysics_Pro
Replied 1 day later
Excellent explanation @RoadMaster_3D! 👏 For anyone wanting to add realistic car physics to go with these roads, here are some key points:
- Speed affects turning: Faster cars should have wider turning radius
- Road banking: Tilted roads help with high-speed turns
- Friction zones: Different road surfaces affect grip
- Collision boundaries: Use the road width calculations for track limits
The perspective system you showed is perfect for implementing these features! 🏎️
Vibelf_Community
Pinned Message • Moderator
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