title: C++ Implementation of Race Game Tree
body: <p>I am building a racing game in OpenGL using Glut, and I'm a bit lost in the details. First of all, any suggestions or a road map would be more than great.</p>
  
  <p>So far what I am thinking is this:</p>
  
  <ol>
  <li><em>Tree implementation for transformations.</em> </li>
  <li><em>Simulated dynamics.<strong></em>(*)</strong></li>
  <li><em>Octree implementation for collision detection.</em></li>
  <li><em>Actual collision detection.<strong></em>(*)</strong></li>
  <li><em>Modelling in Maya and export them as .OBJs.</em></li>
  <li><em>Polishing the game with GLSL or something like that for graphics quality.</em></li>
  </ol>
  
  <p><strong>(*):</strong> I am not sure the order of these two.</p>
  
  <p>So I started with the simulated dynamics without a tree implementation, and it turned out to be a huge chaos for me. Is there any way you can think of something that could help me to build such a tree to use in racing game?</p>
  
  <p>I thought of something like this but I have no idea how to implement it.</p>
  
  <p><img src="https://i.stack.imgur.com/qi2pP.png" alt="Reds are static, yellows are dynamic nodes">
  <strong><em>Reds are static, yellows are dynamic nodes</em></strong></p>