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PostPosted: Sat May 05, 2012 12:27 pm 
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Drury wrote:
Sounds fair enough.

Besides, wouldn't really work in isometric version.


Unless the object is rendered 3D with isometric view on :-) Then you can also make use of GPU acceleration to display objects which nullifies almost any excessive memory usage for sprites and does not require CPU power at all :-) *just a thought*

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PostPosted: Sat May 05, 2012 12:31 pm 
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Daan Timmer wrote:
Drury wrote:
Sounds fair enough.

Besides, wouldn't really work in isometric version.


Unless the object is rendered 3D with isometric view on :-) Then you can also make use of GPU acceleration to display objects which nullifies almost any excessive memory usage for sprites and does not require CPU power at all :-) *just a thought*


sounds like a potential future feature. but for the first release i want to keep the game as simple as possible. sprites are easier to code and handle.

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PostPosted: Sat May 05, 2012 12:44 pm 
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Drury wrote:
Why don't you use one sprite that spins around it's centre? That'd be smoother.


Also keep in mind the vehicle lights. There are multiple additional light layers which can be displayed independently. For example the aircrafts have about 5 additional light sprites sprites for each vehicle sprite (since they flash with different frequencies respectively are only active in different situations)

//edit: plus shadow sprite. but i think ill merge vehicle and shadows

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PostPosted: Sat May 05, 2012 1:55 pm 
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If you don't merge the vehicle and shadow sprites then it might be easier to do day/night transition, no shadows at night and all that.

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PostPosted: Sat May 05, 2012 2:19 pm 
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Zephyris wrote:
If you don't merge the vehicle and shadow sprites then it might be easier to do day/night transition, no shadows at night and all that.


Look at this image:

download/file.php?id=159669

Its night. The shadows are visible too. For two reasons: The flood lights generate shadows. The shadows let generate a nice 3d look. Thus i could merge them without any problem :)

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PostPosted: Sat May 05, 2012 3:15 pm 
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When the aircraft takes off, the shadow will likely move relative to the aircraft. So I think the shadow needs to be separate. With trucks and whatnot they can be attached to the vehicle sprites, as those don't fly :)

Since you're putting in a day and night cycle, how about a moving lightsource and moving shadows of all objects?
Yes, that costs CPU, but since you're putting in only three aircraft and all these different railway curves it appears that you're going for looks rather than gameplay anyways...

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PostPosted: Sat May 05, 2012 3:43 pm 
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FooBar wrote:
but since you're putting in only three aircraft and all these different railway curves it appears that you're going for looks rather than gameplay anyways...

stop, stop, stop. im going for looks rather than gameplay?? thats wrong. its the other way round! im just not willing to draw dozens of different vehicle types. if there are users who want more vehicle types they can draw them and upload them to a public server. the game will offer a menu where you can select user objects to be used by your copy of p1sim. something like that.

for me, gameplay is much more important than graphics. but of course some eyecandy is necessary for a game.

FooBar wrote:
When the aircraft takes off, the shadow will likely move relative to the aircraft. So I think the shadow needs to be separate.

sounds fair ;)

FooBar wrote:
Since you're putting in a day and night cycle, how about a moving lightsource and moving shadows of all objects?

i like the idea and will keep it in mind.

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PostPosted: Sat May 05, 2012 4:27 pm 
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smallfly wrote:
stop, stop, stop. im going for looks rather than gameplay?? thats wrong.

I was hoping to hear that :D

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PostPosted: Sat May 05, 2012 6:37 pm 
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I switched to coding now. The graphics tool helped me to go on with the concept but now I want to test stuff like animations and construction, which cannot be done using GIMP.

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PostPosted: Sat May 05, 2012 6:48 pm 
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Simply amazing! I'm hoping to see great stuff in the future and I can't wait to!

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PostPosted: Sun May 06, 2012 10:18 pm 
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PostPosted: Mon May 07, 2012 7:47 pm 
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PostPosted: Mon May 07, 2012 8:02 pm 
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Weren't you going to use C#? I thought I remembered something like that.

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PostPosted: Mon May 07, 2012 8:57 pm 
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LocoMH wrote:
Weren't you going to use C#? I thought I remembered something like that.

that was the plan some time (some long time) ago. but i decided to switch to java and i am VERY happy with the decision :)

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PostPosted: Tue May 08, 2012 8:28 pm 
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PostPosted: Wed May 09, 2012 10:35 am 
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PostPosted: Thu May 10, 2012 9:29 am 
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Looking forward to this, Keep it up! 8) :wink:

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PostPosted: Thu May 10, 2012 8:14 pm 
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I could finally decrease the loading time from 7 seconds to below 1 second. I had several surfaces for the gui elements and now Im using only a very few surfaces (gui, terrain, etc.)

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PostPosted: Sat May 12, 2012 10:01 am 
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Daan Timmer wrote:
Unless the object is rendered 3D with isometric view on :-) Then you can also make use of GPU acceleration to display objects which nullifies almost any excessive memory usage for sprites and does not require CPU power at all :-) *just a thought*


By the way, the current version already uses GPU acceleration to draw the sprites. Technically the sprites are drawn on quads using the LWJGL library.

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PostPosted: Mon May 14, 2012 12:08 pm 
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I uploaded all concept drawing with the correct grass design and with a visible grid to http://www.p1sim.org

Thanks to the grid, the object proportions get clearer.

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