Well, it's a question on how much sprites you want to create. Locomotion already give you more possible ways for rail curves then TTD.
Monti:
My design should nerver really depend on a certain output device / system
winrt2design.png is the component design.
Well the game logic hasn't really todo something with the engine as you see.
So under linux you could have xwinrt as slim client attaching to a game process

Currently I see some limits and bugs in my design, like reducing the overall data send to the output client. But it would mean you you can even write text clients
Sorting out non visible stuff needs time aswell, thats why I tried octrees to reduce the calc count... It's more work to cull thousand independent objects then a fps player 3dmodell with thousand triangles...
(in my design this would be in the gamelogic to only give as much info as needed to the client when requesting a view)
A map object can have a attached route (aka vector to next node with status), so the path is calculated from map object nodes to map object nodes.
Well and you can say like a fps a room not seen doesn't need to do stuff,
a town need to produce things, take things, development, well you wouldn't do it every frame, but say every 200.
There a serveral ways to do it...
Ohh, how long I can't say because I never have written such software.
And I find most open source 3d engines to much fps centered. While they can cull mesh perfect, try to add 1024x1024 objects to it.
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