well what is clean is having tiles easily connect together.LKRaider wrote:High speed tracks could use larger curves.
Like, instead of 1x1 tile 45 degree turn, make it 2x2 tile 45 degree turn. Is that considered a clean way?
pre defined "place a curve" situations is not clean. curves not crossing tile boundaries at known locations is not clean... thousands of sprites per track type is not clean....
currently we have just over 100 sprites per tracktype. (this could go up to about 200 easily)
anything over and above the current smooth curves would quadrupile that number.
my suggestion is to wait for the new system and then think about adding new stuff to it. basicly what will be available int he future will be 100x better than currently but not 100% perfect.
yeah i know, that would be an ideal sollution, but we have been trialing this track layout system for a while, and we never found an easy way to tackle the problem. (it was one we tried to tackle a lot)I would like to have some super long curves. Its not unusual that radius of a curve is 1000 meters in real world with high speed tracks.
the best sollution to that problem is to go "fully 3d" and use bezeirs curves (for a really realistic game)
grids will always impose restrictions.
after the new GFX engine is done and working i think it would almost be time to start building an even newer 3d engine which would take another 2-3 years to complete perfectly.

Alltaken