   Car Game: Track representation
  Hi,I'm developing a car simulator. I'm trying to find the best representation for the track that is suitable for 3d rendering (maybe with a 3d engine) and to make the physics calculations.I am using a MVC approach, the rendering task works on remote data, and therefore is necessary that it will be completely separated from the physics one.Some advice on this?Thanks   
  it depends really. You can partition your track into segments (say, every 300 meters section along the track), and have a PVS system (what parts of the track are visible from another part of the track). Each segment can also have few LODs (levels of details), depending on the distance from the camera. You can also use the segments set to decide which objects you should render, such as cars, pit crew and spectators. Or you can have a terrain type of thing, where the whole track is partitioned using a quadtree and such for visibility culling. For example, I suppose, GTA4 and such. If it's just a race track that you go around, the first solution is pretty easy to implement. Calculating the PVS can be tricky and time consuming, but as a first pass, you can render, say the 5 segments in front of you on the track (or back, if you go the wrong way). also, having the camera outside the track portions will mean, render everything (or fall back to a basic solution).   