Is Simutrans ready for pak200?
Is Simutrans ready for pak200?
Check this out, it's highly unfinished. But i'll still need quite a lot of new game features for this project to be possible.
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I hope you don't mind, but somehow the slopes look like bubbles... otherwise really nice.
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- Tycoon
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- d00mh4mm3r
- Tycoon
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thanks for the feedback
Those tracks are narrow gauge, same as the diesels.
I have two sets of slopes, these are more bubbly as you say, but there aren't many options with the actual engine... i'll try softer ones, thanks
Also, i made a mistake when rendering the tracks, so they're a total mess, i.e, they don't fit each other and obviously, trains do not fit the tracks. Sharp curves are a must, imagine they were curves, train will be runnning out of track, which looks horrible. Again, engine :-/
Those tracks are narrow gauge, same as the diesels.
I have two sets of slopes, these are more bubbly as you say, but there aren't many options with the actual engine... i'll try softer ones, thanks
Also, i made a mistake when rendering the tracks, so they're a total mess, i.e, they don't fit each other and obviously, trains do not fit the tracks. Sharp curves are a must, imagine they were curves, train will be runnning out of track, which looks horrible. Again, engine :-/
I think if you want smooth curving vehicles you need to start looking at using basic 3d to mimick sprites rather than having 100s of sprites for each vehicle. The graphical requirements will end up being similar either way and one is much smart and more flexible than the other (plus paves the way for more potential simple 3d improvements in the future). I'm not saying make the entire thing 3d - but a lovely 2d terrain with 3d vehicles superimposed could work really well and be a lot less effort than using endless numbers of sprites as well as look better.Alek wrote:The only real solution is locomotion-like curves, and yes, it will require more sprites, but at least they will look more real.
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