Transport Tycoon Forums

The place to talk about Transport Tycoon
It is currently Tue Dec 12, 2017 6:25 am

All times are UTC




Post new topic  Reply to topic  [ 23 posts ]  Go to page 1 2 Next
Author Message
PostPosted: Tue Aug 30, 2011 11:40 pm 
Offline
Engineer
Engineer
User avatar

Joined: Mon Aug 27, 2007 6:46 pm
Posts: 97
Location: mapy.cz/?query=rajhrad
Hello everybody who ever wander into these forums in a hope that there's something going on. Well, it is now. I'm back 8)

I've decided to work on the most fun and most rewarding part of this project - trains! More specifically, I'm writing a complete railroad track + vehicles implementation: rails, trains, stations, semaphores, pathfinding and such. My goal is to create a complete working prototype which can be incorporated into TE. Currently, it's exists as a separate application which I made as my own sandbox. I've called it OgreRails and hosted it on GitHub: https://github.com/An00biS/OgreRails.

Currently, the program can do the following:
* define arbitrary logical (invisible) track on the game map.
* follow these tracks and compute point coordinates
* visualize the track by placing 3D models of rails in the space
* define logical vehicles and consists which follow tracks and span over a certain length
* visualize the vehicles

And here is the roadmap of things to follow:
0.1 Working rails and trains (DONE!)
0.2 Direct single-track construction GUI
0.3 Train GUI windows, train reversing, train lifting and placing functionality (LOMO-like)
0.4 Train construction, modification and removal GUI
0.5 Rail crossings
0.6 Rail waypoints and pathfinding
0.7 Rail signals
0.8 High track
0.9 High track bridge graphics
1.0 Final touches

Finally, here are the things which NOT to expect from his tech. demo: terrain. The ground is represented by one flat 3D plane and that's how it's going to remain. Uzurpator is working on the terrain and my code is completely terrain-independent (on the engine level), so we can put it together anytime later (when Uzu's code starts working, anyway :P ).

Allright, I've said enough, now check out the v0.1 alpha version. It shows you two pre-built tracks and 5 trains riding it. All you can do so far is to move and zoom the camera, but I'm sure you'll enjoy it anyway :) .
__________

== DOWNLOAD ==
The executable is in the 'bin' folder, in case you were lost.
Known bugs: It crashes on exit (segfault) :( Well, it's alpha, what did you expect... :D
__________

Please download and try running it, I need to know if it works at all, and if it does, then what you think. I tested it on my Windows7 64 bit and Fedora15 64bit (HPNX6310 notebook, 4GB RAM, intel 945 integrated graphics)
And while you download, you can admire these screenshots :D :

Attachment:
screenshot_1.png
screenshot_1.png [ 830.79 KiB | Viewed 13556 times ]
Attachment:
screenshot_4.png
screenshot_4.png [ 886.53 KiB | Viewed 13556 times ]
Attachment:
screenshot_2.png
screenshot_2.png [ 823.96 KiB | Viewed 13556 times ]


BTW in case anybody was wondering where I got those awesome graphics, well, they're mine :] Actually I made them over a year ago, and now I'm finally making use of them. I made them deliberately low-poly and low-res-textured because they are meant for testing, not for beauty. And I'm not any great artist anyway.

Enjoy and let me know how very very much you like it :D .

Cheers
~ An00biS

EDIT: Title, .exe info.
EDIT2: Oops, the download link is broken, why didn't anybody tell me :oops: ?
EDIT3: Added direct download link (the previous was still broken :oops: )

_________________
[Update Aug 2013] FlexRails track buiding demo coming soon!


Last edited by An00biS on Wed Aug 31, 2011 11:27 pm, edited 3 times in total.

Top
   
PostPosted: Wed Aug 31, 2011 6:18 am 
Offline
Transport Coordinator
Transport Coordinator
User avatar

Joined: Mon Sep 06, 2010 4:44 pm
Posts: 298
Location: close to 45.665,-122.649
That looks really cool!

I know you said you would not implement terrain, but it would be awesome if you did.

_________________
Help for Windows 7
RELEASED: Amtrak Cascades
Give me train ideas, they and their babies just might turn into a mod.

emergency pony link

By the way, ponies.


Top
   
PostPosted: Wed Aug 31, 2011 6:49 am 
Offline
Engineer
Engineer
User avatar

Joined: Mon Aug 27, 2007 6:46 pm
Posts: 97
Location: mapy.cz/?query=rajhrad
Spacek531 wrote:
That looks really cool!
I know you said you would not implement terrain, but it would be awesome if you did.

Thanks!
Sure, terrain would be great, but rather than implementing one I'd like to merge with this one. Why should I do everything myself? :wink: Actually, maybe I'll won't have to implement terrain because the terrain coder will implement me :D

_________________
[Update Aug 2013] FlexRails track buiding demo coming soon!


Top
   
PostPosted: Wed Aug 31, 2011 7:27 am 
Offline
Transport Coordinator
Transport Coordinator
User avatar

Joined: Mon Sep 06, 2010 4:44 pm
Posts: 298
Location: close to 45.665,-122.649
That sounds like a good plan, if it uses the same language as yours!

I am really excited about this. Perhaps a 3D Locomotion?

_________________
Help for Windows 7
RELEASED: Amtrak Cascades
Give me train ideas, they and their babies just might turn into a mod.

emergency pony link

By the way, ponies.


Top
   
PostPosted: Wed Aug 31, 2011 9:23 am 
Offline
Engineer
Engineer
User avatar

Joined: Mon Aug 27, 2007 6:46 pm
Posts: 97
Location: mapy.cz/?query=rajhrad
Spacek531 wrote:
...Perhaps a 3D Locomotion?

Well, the idea in my mind is kind of like Locomotion, but with many things done differently. I have some new ideas here, but it's too early to post them - they might change and someone may post a better suggestions. I'm not going to design it all by myself :))

EDIT: Btw, did you download and try running it? I'm waiting eagerly for reports about this.

_________________
[Update Aug 2013] FlexRails track buiding demo coming soon!


Top
   
PostPosted: Wed Aug 31, 2011 4:59 pm 
Offline
Transport Coordinator
Transport Coordinator
User avatar

Joined: Mon Sep 06, 2010 4:44 pm
Posts: 298
Location: close to 45.665,-122.649
Well, I go to download it, and there is no file named Bin. That means no exe.

_________________
Help for Windows 7
RELEASED: Amtrak Cascades
Give me train ideas, they and their babies just might turn into a mod.

emergency pony link

By the way, ponies.


Top
   
PostPosted: Wed Aug 31, 2011 9:21 pm 
Offline
Transport Empire Moderator
Transport Empire Moderator
User avatar

Joined: Fri Jan 10, 2003 12:21 pm
Posts: 2125
Location: Wroclaw, Poland / Katowice, Poland
Like the guy above said. I can download the sources, not quite so with the binary.

_________________
All art and vehicle stats I authored for TT and derivatives are as of now PUBLIC DOMAIN! Use as you see fit
Just say NO to the TT fan-art sprite licensing madness. Public domain your art as well.


Top
   
PostPosted: Wed Aug 31, 2011 11:22 pm 
Offline
Engineer
Engineer
User avatar

Joined: Mon Aug 27, 2007 6:46 pm
Posts: 97
Location: mapy.cz/?query=rajhrad
uzurpator wrote:
...I can download the sources, not quite so with the binary.

:oops: Sorry, my bad.

Well, I just discovered that http://www.github.com is a proud linux site - If you upload a file with badly set user permissions, the file is kept with bad user permissions. In this case, it meant "nobody is allowed to read it".

The Github download is fixed now, and here's also a direct download link:
http://ogrerails.an00bis.net/downloads/OgreRails-v0.1-alpha-win32.zip

Enjoy.

_________________
[Update Aug 2013] FlexRails track buiding demo coming soon!


Top
   
PostPosted: Thu Sep 01, 2011 5:44 pm 
Offline
Transport Empire Moderator
Transport Empire Moderator
User avatar

Joined: Fri Jan 10, 2003 12:21 pm
Posts: 2125
Location: Wroclaw, Poland / Katowice, Poland
1. Frame rate is OK - on Core 2 Quad 6600 @ 3ghz and radeon 6850.
2. Batch count is catastrophically bad. THere are over 800 batches in the full zoom - that is a batch count for the whole scene, not just an alpha. Where does it come from?
3. Try to not use the ExampleApplication framework.
4. Likewise - avoid using std::auto_ptr. THat thing is evil and depreciated in newest c++ standard. Use boost::shared_ptr or, if an object is often passed around, use boost::intrusive_ptr

However - looks nice :D

_________________
All art and vehicle stats I authored for TT and derivatives are as of now PUBLIC DOMAIN! Use as you see fit
Just say NO to the TT fan-art sprite licensing madness. Public domain your art as well.


Top
   
PostPosted: Thu Sep 01, 2011 10:38 pm 
Offline
Engineer
Engineer
User avatar

Joined: Mon Aug 27, 2007 6:46 pm
Posts: 97
Location: mapy.cz/?query=rajhrad
Thanx for the feedback.

uzurpator wrote:
2. Batch count is catastrophically bad.

I didn't pay any attention to this, I admit. I guess that's because the Loco model uses about 15 materials - every piece has it's own texture image. Or because the straight track consists of tens of separate meshes. I'll look into it.

uzurpator wrote:
3. Try to not use the ExampleApplication framework.

I admit, the "Example" in it's name gives it sorta lame look - but otherwise, there's nothing bad about it, it's just another library which handles some arbitrary work for me and it does it well. I'll slowly eliminate it when it becomes insufficient or unnecessary, but right now, removing it would'n be any progress.

uzurpator wrote:
4. Likewise - avoid using std::auto_ptr. THat thing is evil and depreciated in newest c++ standard. Use boost::shared_ptr or, if an object is often passed around, use boost::intrusive_ptr

std::auto_ptr is not evil in the same way that a chainsaw is not evil.
I admit, there is some controversy about auto_ptr. I'll study boost's pointers and see what I can use. Shared_ptr would work, but it's logically incorrect because I allways use auto_ptrs where the ownership is, there is no shared ownership and no passing auto_ptrs by value.

uzurpator wrote:
However - looks nice :D

I' so very very glad to hear this :] :] :]

_________________
[Update Aug 2013] FlexRails track buiding demo coming soon!


Top
   
PostPosted: Fri Sep 02, 2011 9:15 pm 
Offline
Transport Empire Moderator
Transport Empire Moderator
User avatar

Joined: Fri Jan 10, 2003 12:21 pm
Posts: 2125
Location: Wroclaw, Poland / Katowice, Poland
From what I see you use 4, when we disregard the ExampleApp batches.
You sould build trackage as a StaticGeometry, that is a great batch saving method.

auto_ptr - once again. Avoid like plague. This thing works in a way that you cannot guarantee.

first link
http://anki3d.org/stl-auto_ptr-a-bad-idea/

If you need something with sole ownership - use boost::unique_ptr or boost::scoped_ptr.
If you need something passed around with a pointer - use boost::intrusive_ptr
otherwise use boost::shared_ptr

Anyhow - auto_ptr will be depreciated in next c++ standard, so using it is bad anyways

_________________
All art and vehicle stats I authored for TT and derivatives are as of now PUBLIC DOMAIN! Use as you see fit
Just say NO to the TT fan-art sprite licensing madness. Public domain your art as well.


Top
   
PostPosted: Fri Sep 02, 2011 9:23 pm 
Offline
Engineer
Engineer
User avatar

Joined: Mon Aug 27, 2007 6:46 pm
Posts: 97
Location: mapy.cz/?query=rajhrad
> uzurpator : Allright.

Tomorrow I'm leaving for a week's biking trip to Romania, so don't expect any updates in that period. But I'll get to it right after I return.

I'll be back 8)

_________________
[Update Aug 2013] FlexRails track buiding demo coming soon!


Top
   
PostPosted: Thu Sep 29, 2011 11:27 pm 
Offline
Engineer
Engineer
User avatar

Joined: Mon Aug 27, 2007 6:46 pm
Posts: 97
Location: mapy.cz/?query=rajhrad
BUMP with a screenshot.
Attachment:
File comment: Screenshot with example CEGUI window and visual map cursor.
ogrerails-alpha-gui.jpeg
ogrerails-alpha-gui.jpeg [ 120.57 KiB | Viewed 12923 times ]

Current task: GUI and track construction

The progress is slower than I'd wish for it to be, I thought version 0.2 would be done by now, but now I'm happy that I at least coded something. So far, I've been doing mostly uninteresting internal stuff: I've ditched Ogre's ExampleFramework and, following Uzurpator's advice, replaced std::auto_ptr with boost::shared_ptr (I tried other options, but this was the simplest). On the 'visible' side, I incorporated CEGUI (credit) and added code which finds cursor position on the map (credit) and visualizes the snap-point where track can be built (it's the yellow-crossed purple puddle in the screenshot :wink: - yeah, It looks terrible, I don't know what I was thinking when I was drawing it :mrgreen: ).

So, I've got all I need to start with the construction - but not today. :P

Cheers.

_________________
[Update Aug 2013] FlexRails track buiding demo coming soon!


Top
   
PostPosted: Thu Oct 06, 2011 10:34 am 
Offline
Engineer
Engineer
User avatar

Joined: Mon Aug 27, 2007 6:46 pm
Posts: 97
Location: mapy.cz/?query=rajhrad
There is something going on with the track building system :wink:


Attachments:
screenshot_lomo_building_gui.jpeg
screenshot_lomo_building_gui.jpeg [ 134.45 KiB | Viewed 12770 times ]

_________________
[Update Aug 2013] FlexRails track buiding demo coming soon!
Top
   
PostPosted: Fri Oct 07, 2011 7:17 pm 
Offline
Transport Empire Moderator
Transport Empire Moderator
User avatar

Joined: Fri Jan 10, 2003 12:21 pm
Posts: 2125
Location: Wroclaw, Poland / Katowice, Poland
This is pretty nifty :)

_________________
All art and vehicle stats I authored for TT and derivatives are as of now PUBLIC DOMAIN! Use as you see fit
Just say NO to the TT fan-art sprite licensing madness. Public domain your art as well.


Top
   
PostPosted: Sat Oct 08, 2011 4:04 am 
Offline
Traffic Manager
Traffic Manager

Joined: Thu Sep 23, 2004 12:10 pm
Posts: 135
Location: Nepal, Kathmandu
I downloaded and ran it. Quite nice. Plz go for it.

_________________
Good day building rails


Top
   
PostPosted: Thu Oct 13, 2011 3:38 pm 
Offline
Engineer
Engineer
User avatar

Joined: Mon Aug 27, 2007 6:46 pm
Posts: 97
Location: mapy.cz/?query=rajhrad
I've been working on the railroad... :D
Attachment:
File comment: Building works, deletion not yet :-D
railroad-construction.jpeg
railroad-construction.jpeg [ 109.97 KiB | Viewed 12535 times ]

Uzurpator: thanx!
vinaximus: the train keeps rollin... :)

_________________
[Update Aug 2013] FlexRails track buiding demo coming soon!


Top
   
PostPosted: Mon Oct 17, 2011 8:54 pm 
Offline
Transport Empire Moderator
Transport Empire Moderator
User avatar

Joined: Fri Jan 10, 2003 12:21 pm
Posts: 2125
Location: Wroclaw, Poland / Katowice, Poland
Nice :)

One question. I am going to have some free time soon, so I want to continue my branch of the development. However. I have implemented some MyGUI in my branch. How entangled are you in CeGUI?

_________________
All art and vehicle stats I authored for TT and derivatives are as of now PUBLIC DOMAIN! Use as you see fit
Just say NO to the TT fan-art sprite licensing madness. Public domain your art as well.


Top
   
PostPosted: Fri Oct 21, 2011 11:59 am 
Offline
Engineer
Engineer
User avatar

Joined: Mon Aug 27, 2007 6:46 pm
Posts: 97
Location: mapy.cz/?query=rajhrad
Uzurpator: Glad you like it.

The GUI in OgreRails is temporary, just something to control the demo. Right now, I don't know exactly what features it's going to have so I can't design a complete GUI. When time comes, I'll rewrite the whole layout into a final state.

I like the idea of using MyGUI, it's a great-looking lib, though I've never used it. I've used CeGUI because it was easy to start with, but in the future, I'd like to use something else.

_________________
[Update Aug 2013] FlexRails track buiding demo coming soon!


Top
   
PostPosted: Tue Nov 01, 2011 3:00 pm 
Offline
Engineer
Engineer

Joined: Tue Nov 01, 2011 2:53 pm
Posts: 1
:lol: I am very glad this project continues. I just can't wait to play the completed version.


Top
   
Display posts from previous:  Sort by  
Post new topic  Reply to topic  [ 23 posts ]  Go to page 1 2 Next

All times are UTC


Who is online

Users browsing this forum: No registered users and 1 guest


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
Powered by phpBB © 2000-2017 phpBB Limited

Copyright © Owen Rudge/The Transport Tycoon Forums 2001-2017.
Hosted by Zernebok Hosting.