Re: Evolution of an OS?
Posted: 21 Feb 2002 11:02
"Mr. ChiRho" wrote:
snippets, too, but I'm afraid it will take some time until it gets online.
It will be mainly about programming knowledge in general, maybe biased
towards C++ and Java, and specific sections for simulation and adventure
games.
Maybe one we collected enough interesting articles to start we can join
efforts

Today I really needed a bit of positive feedback!
use busses for short range service and trains for long range service. If you
have combined stations for busses and trains, the passengers will first use
the bus to get to the train station, then use the train to travel near their
final destination, and from there (if available) use busses again. They
change transport up to 30 times to reachg their destination. And you don't
need to bulldoze lots of buildings because bus stops are placed at the
streetsides and the train station can well be a bit outside of the city.
This allows to build really interesting pasenger service networks, not just
point to point connections. Freight transport is still much the same as it
is in TTD.But we're working on that, too.
We're still working on Simutrans, and there is hope that it will finally
supersede TTD - but if Joseph constantly keeps updating The Patch, Simutrans
has a hard time to win ground. Now that TTD runs on XP too, once again a
advantage of Simutrans was vaporized by The Patch. Still Simutrans can be
run at higher resolutions, but I'm afraid it's just a mater of time until
the patchmakers make a HiRes Patch, too.
Well, let's wait. At least if Simutrans got subways and trams, we have
something unmatched in TTD
Hajo
I'm thinking about opening a virtual library with design and algorithmYou like counters, don't you!
So far they all use the same images (less overhead)
And there is a planned section about programming on your page. What content
will be added there?
Dunno yet
Little snippets of VB code I've written (not very impressive ones, but
more than I could have done last year), and anything anyone wants to
send in. Few links, maybe a bit of C++ as I'm learning it. Might
improve the learning process.
snippets, too, but I'm afraid it will take some time until it gets online.
It will be mainly about programming knowledge in general, maybe biased
towards C++ and Java, and specific sections for simulation and adventure
games.
Maybe one we collected enough interesting articles to start we can join
efforts

ThanksBTW Even thoguh Simutrans is no match for TTD, it's still a great
effort.

Today I really needed a bit of positive feedback!
Passenger even transfer from one transport to another in Simutrans. You canI especially like the realistic passengers. If I get on a
bus, I don't always just go to the next stop either. KIU
use busses for short range service and trains for long range service. If you
have combined stations for busses and trains, the passengers will first use
the bus to get to the train station, then use the train to travel near their
final destination, and from there (if available) use busses again. They
change transport up to 30 times to reachg their destination. And you don't
need to bulldoze lots of buildings because bus stops are placed at the
streetsides and the train station can well be a bit outside of the city.
This allows to build really interesting pasenger service networks, not just
point to point connections. Freight transport is still much the same as it
is in TTD.But we're working on that, too.
We're still working on Simutrans, and there is hope that it will finally
supersede TTD - but if Joseph constantly keeps updating The Patch, Simutrans
has a hard time to win ground. Now that TTD runs on XP too, once again a
advantage of Simutrans was vaporized by The Patch. Still Simutrans can be
run at higher resolutions, but I'm afraid it's just a mater of time until
the patchmakers make a HiRes Patch, too.
Well, let's wait. At least if Simutrans got subways and trams, we have
something unmatched in TTD

c.u.--XP
Hajo