TT2 !! Why can't we make our own?
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- orudge
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No offense, but that is a load of twaddle.ChrisCF wrote:IMO, Java is *the* only way to go if you want the game to run on multiple platforms.
Simply write your own generic routines, and have a system layer underneath that that calls the appropriate routines for the system! Or use a cross-platform library such as Allegro. Allegro games (unless you use OS-specific calls) work fine under a number of platforms, including DOS, Windows, Linux/UNIX, Mac OS X, BeOS and more. There is also an AllegroGL OpenGL extension library for Allegro.
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- Tycoon
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- Tycoon
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So at least part of the code would have to be different for varying operating system. Which is what I said in the first placeorudge wrote:Simply write your own generic routines, and have a system layer underneath that that calls the appropriate routines for the system!
Bugzilla available for use - PM for details.
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- Transport Empire Developer
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Let's put some life back into this discussion.
I played TTO a few years ago, and a week ago, a friend showed me the Win95 version of TTD, with Windows XP patch ofcourse. I'm so addicted again...
But the very same idea came up to me too: can't we make our own version of "TT2"?
I'm a semi-professional programmer (actually, I'm a computer science student, and I write programs for companies on a freelance base), and I've written some pieces of games before.
Here are some advices:
Use C++. Nothing else
Multiplatform issues apply only to the user interface. All the other parts can be written using ANSI C++ routines, which are platform independent.
If you want a game for more than one platform, use OpenGL or some other portable graphics system for the UI.
3D hardware is getting better every day. Do you want to support obsolete hardware? Or do you want a nice looking game?
I really like Adam K.'s idea's about equilateral triangles. I'll be home in about 3 hours from now, and I'll show y'all why. (I'm at school right now, and I don't have a 3d editor on my laptop)
Use XML or INI style textfiles for all user editable data. It's easier to use a texteditor in the designphases.
But the most important part remains: make decisions! Do not talk about little things for weeks. It won't get you anywhere. I've just read this discussion, and after more than a month, there still hasn't been a decision whether to use a 2D or 3D engine.
But the very same idea came up to me too: can't we make our own version of "TT2"?
I'm a semi-professional programmer (actually, I'm a computer science student, and I write programs for companies on a freelance base), and I've written some pieces of games before.
Here are some advices:
Use C++. Nothing else
Multiplatform issues apply only to the user interface. All the other parts can be written using ANSI C++ routines, which are platform independent.
If you want a game for more than one platform, use OpenGL or some other portable graphics system for the UI.
3D hardware is getting better every day. Do you want to support obsolete hardware? Or do you want a nice looking game?
I really like Adam K.'s idea's about equilateral triangles. I'll be home in about 3 hours from now, and I'll show y'all why. (I'm at school right now, and I don't have a 3d editor on my laptop)
Use XML or INI style textfiles for all user editable data. It's easier to use a texteditor in the designphases.
But the most important part remains: make decisions! Do not talk about little things for weeks. It won't get you anywhere. I've just read this discussion, and after more than a month, there still hasn't been a decision whether to use a 2D or 3D engine.
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- Tycoon
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First .. Hi ...
Then... yes we were talking about TT2 .. but it will be very hard work .. you know .. everythig must be done from begining ... (cuz we don't have TT/TTD source) ..
all of us agree that should be C++ and the best way to display it will be OpenGl (cuz the fastest and the best quality) ... and about 2D/3D .. many of us were discussing it .. In my opinion TT2 should be nearly the same of TTD but without any limits and with full user configuration ... stored in INI files (they are very easy to edit)
If you have any experience in creating games in C++ please send me PM or E-Mail and I will speak with you ...
Then... yes we were talking about TT2 .. but it will be very hard work .. you know .. everythig must be done from begining ... (cuz we don't have TT/TTD source) ..
all of us agree that should be C++ and the best way to display it will be OpenGl (cuz the fastest and the best quality) ... and about 2D/3D .. many of us were discussing it .. In my opinion TT2 should be nearly the same of TTD but without any limits and with full user configuration ... stored in INI files (they are very easy to edit)
If you have any experience in creating games in C++ please send me PM or E-Mail and I will speak with you ...
what are you looking at? it's a signature!
Why not discuss it in public? I'm working on a transport sim ( http://www.simutrans.de ) by myself. I mean I probaly won't be able to help you much because I'm busy with my own project but I'm terribly curious how you'll implement yoursSHADOW-XIII wrote:First .. Hi ...
Then... yes we were talking about TT2 .. but it will be very hard work ..
[...]
If you have any experience in creating games in C++ please send me PM or E-Mail and I will speak with you ...
Of course if you want advice I'll be glad to help. Simutrans is closed source because I think the project works better that way. Don't ask me to change it. But there are no secrets, you can ask me any time how this or that is done in Simutrans. I think it's important to exchange knowledge.
Rein already contacted me via a PM, he had some questions about map datstructures and pathfinding of vehicles. I answered in a PM. But if we all do it in private messages the knowledge doesn't spread.
c.u.
Hajo
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- Tycoon
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it don't have to be closed ... you know ... topic: AI ... Vehicles .. and others ... and what all you think that we need only TTD (the same) but without limits and with fully user configuration ??? I think that it is the best idea ... the same we love ... but more playble/user-friendly
what are you looking at? it's a signature!
I'd prefer a open forum, too. I think getting suggestions for improvments is very easy. The hard part is implementing the ideas.SHADOW-XIII wrote:it don't have to be closed ... you know ... topic: AI ... Vehicles .. and others ... and what all you think that we need only TTD (the same) but without limits and with fully user configuration ??? I think that it is the best idea ... the same we love ... but more playble/user-friendly
c.u.
Hajo
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