As you can see, there are a few track pieces coded so far (only a few compared with what will come

i hope you like it so far. Enjoy.
http://www.transportempire.com/wiki/ind ... creenshots
Moderator: OpenTTD Developers
I think it couldn't be a big deal if you use :RMJ wrote:Its kinda cool if it will work in the end, the 2 big problems i forsee is, unless it will run vastly superior than OPENTTD, that even on highend machines struggle with 2000 trains, which a smaller amount just isnt fun, a game like this, more is better. And second is the visuals, often 3d looks inferior to 2d unless again you really have the man power and the cpu power to throw and it, which again will hurt the game and amount of trains.
But with some Quad + 8 - 16 core support it might just work.
Will surely be following this no doubt, and wish you goodluck, amazing progress so farjust dont expect it to take over OTTD, there is a reason no other game even made by the creators of Transport Tycoon could take over its legacy
But keep up the good work
i am aware of that will search a bit on this topic. And will implement it once i know what i am working with.[EDIT]
just saw on screenshots : 70000 triangles!!! USE A FREAKING OCCLUDER DAMMIT!!!
Okay coolSatan2k wrote:I think it couldn't be a big deal if you use :RMJ wrote:Its kinda cool if it will work in the end, the 2 big problems i forsee is, unless it will run vastly superior than OPENTTD, that even on highend machines struggle with 2000 trains, which a smaller amount just isnt fun, a game like this, more is better. And second is the visuals, often 3d looks inferior to 2d unless again you really have the man power and the cpu power to throw and it, which again will hurt the game and amount of trains.
But with some Quad + 8 - 16 core support it might just work.
Will surely be following this no doubt, and wish you goodluck, amazing progress so farjust dont expect it to take over OTTD, there is a reason no other game even made by the creators of Transport Tycoon could take over its legacy
But keep up the good work
- geometry instancing (for memory & calculation purposes => trains share the geometry & textures, same for buildings, its just a matter of matrix stacks)
- a good occluder algorithm (for face rendering purposes)
If you use a good combination of both, you can draw on screen lots of trains (about 50 to 100) without a big performance drop. But it depends of the requirement wanted by the game designer heh. I think on a modern machine like C2Duo, it could run flawelessly. But it will require a lot of work for that
By the way, its really a nice set of screenshots! Good work, keep it up =)
(sorry i cant help this project, i never used ogre and never will)
[EDIT]
just saw on screenshots : 70000 triangles!!! USE A FREAKING OCCLUDER DAMMIT!!!
Here's some docs : http://www.gamasutra.com/view/feature/3 ... rithms.php
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