OgreRails = A railroad implementation demo

Archives of the forums for Transport Empire, a Transport Tycoon-like game that was being programmed by forum users.
ohlidalp
Engineer
Engineer
Posts: 98
Joined: 27 Aug 2007 18:46
Location: mapy.cz/?query=rajhrad
Contact:

Re: OgreRails = A railroad implementation demo

Post by ohlidalp »

>> dogcat1984: It continues indeed, but I'm afraid you'll have to wait a lot for the completed version :)

However, there's allways something new happening. This time, I'm programming the "Right click on a rail to modify it" functionality of LOMO.
Attachments
click-to-edit.jpg
click-to-edit.jpg (110.06 KiB) Viewed 21607 times
Rigs of Rods maintainer.
User avatar
uzurpator
Tycoon
Tycoon
Posts: 2246
Joined: 10 Jan 2003 12:21
Location: Katowice, Poland

Re: OgreRails = A railroad implementation demo

Post by uzurpator »

Stickied for great win
WWW
President
President
Posts: 920
Joined: 28 Jan 2005 20:37

¬!!

Post by WWW »

I like this. A hell of a lot. I wonder though if you should split the project more clearly between engine and game, but that's just me. I'll definitely be looking into this a little later tonight, primarily because I'm interested as to how you implemented the movement system, but whatever. Forked!

EDIT:
Okay, well. It has potential, I'm sure. It's got good looking, readableish code, and I like the overall architecture of it, but...

The build environment sucks, I'm sorry to say. Sometimes ogre files are included from an external directory, other times they're included locally, which makes me worry about what sort of environment you're developing this in, frankly. The CodeBlocks project file in general needs starting again. I'm tempted to move it onto the MSVC compiler & then go through to clean up the code, so I guess that's what I'll do.
Locked

Return to “Transport Empire”

Who is online

Users browsing this forum: No registered users and 7 guests