OgreRails = A railroad implementation demo
Posted: 30 Aug 2011 23:40
Hello everybody who ever wander into these forums in a hope that there's something going on. Well, it is now. I'm back
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 ).
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...
__________
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 :
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 .
Cheers
~ An00biS
EDIT: Title, .exe info.
EDIT2: Oops, the download link is broken, why didn't anybody tell me ?
EDIT3: Added direct download link (the previous was still broken )
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 ).
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...
__________
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 :
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 .
Cheers
~ An00biS
EDIT: Title, .exe info.
EDIT2: Oops, the download link is broken, why didn't anybody tell me ?
EDIT3: Added direct download link (the previous was still broken )