Re: Simutrans in 3D Reply #420 – January 04, 2010, 08:50:59 pm Quote from: Hajo – on January 03, 2010, 11:43:18 amMac OS and Linux fans will cry if Simutrans 3D gets done with Visual Basic, I think.I cry when anything is written in Visual Basic. Quote Selected
Re: Simutrans in 3D Reply #421 – February 08, 2010, 09:11:58 pm Quote from: skreyola – on January 04, 2010, 08:50:59 pmI cry when anything is written in Visual Basic. You...Cry. You actually...cry. Why? Is it because you can't understand it? Quote Selected
Re: Simutrans in 3D Reply #422 – February 08, 2010, 09:24:53 pm No, because this language is one of the least portable languages. That means, using Visual Basic will look lock out a lot of people from using Simutrans 3D (but the thread is so old, I doubt the project is still going. And I'd ****ume a serious try to use a language that is easier to link with C++, the language Simutrans is written in).Edit: Typo fixed. Quote Selected Last Edit: February 08, 2010, 09:51:42 pm by Hajo
Re: Simutrans in 3D Reply #423 – February 08, 2010, 09:45:29 pm Every time somebody writes code in Visual Basic, God kills a kitten. Quote Selected
Re: Simutrans in 3D Reply #424 – February 08, 2010, 10:11:29 pm We could make a silly poll to determine which language/framework should be used for "new Simutrans" of any kind. Here are some serious contenders:ErlangPerl, Ruby, Python (take your pick)****embly with AT&T syntaxLuaMatlabJ2ME (mobile, whee!)CobolautotoolsjQuerybash...not all on this list are actually jokes Quote Selected
Re: Simutrans in 3D Reply #425 – February 08, 2010, 10:12:28 pm Quote from: VS – on February 08, 2010, 10:11:29 pmWe could make a silly poll to determine which language/framework should be used for "new Simutrans" of any kind. Here are some serious contenders:ErlangPerl, Ruby, Python (take your pick)****embly with AT&T syntaxLuaMatlabJ2ME (mobile, whee!)CobolautotoolsjQuerybash...not all on this list are actually jokes Lua! Woo Hoo! Quote Selected
Re: Simutrans in 3D Reply #426 – February 08, 2010, 10:21:39 pm Lua is cool actually. We could compile the C++ code of current Simutrans into a library and use that from Lua At least I have successfully intertwined C++ and Lua code in the past. Quote Selected
Re: Simutrans in 3D Reply #427 – February 09, 2010, 08:02:39 am Quote from: vilvoh – on February 08, 2010, 09:45:29 pmEvery time somebody writes code in Visual Basic, God kills a kitten.This is why I don't see too many kittens around me... These days at work I have a wide use of Visual Basic, ihihihih Quote Selected
Re: Simutrans in 3D Reply #428 – February 09, 2010, 05:16:37 pm You forgot Haskell!!Simutrans is going functional (You can actually use SDL with Haskell - and it even looks quite nice [at least on the first glance]) Quote Selected
Re: Simutrans in 3D Reply #430 – February 10, 2010, 04:25:18 am How about I SLAP YOU AROUND?;-) Quote Selected
Re: Simutrans in 3D Reply #431 – February 10, 2010, 10:30:07 am Only if you can write a "slap you around" programme in QBasic... Quote Selected
Re: Simutrans in 3D Reply #432 – February 10, 2010, 11:00:13 am Code: [Select]10 print "slap"20 goto 10 Quote Selected
Re: Simutrans in 3D Reply #433 – February 10, 2010, 04:44:41 pm Or maybe:Code: [Select]10 print "Slap"20 pause 1030 goto 10? Quote Selected
Re: Simutrans in 3D Reply #434 – February 10, 2010, 04:46:41 pm That would be the additional feature in slap-you-around-experimental Quote Selected
Re: Simutrans in 3D Reply #436 – February 11, 2010, 10:37:04 pm Quote from: Reddog785 – on February 08, 2010, 09:11:58 pmYou...Cry. You actually...cry. Why? Is it because you can't understand it?I used to write GWBasic programs, so I doubt I'd have trouble understanding it. As someone already suggested, it's not the most portable language in the world; hence the crying. Quote Selected
Re: Simutrans in 3D Reply #437 – February 13, 2010, 05:08:40 pm I have a theory that the best eficiency in results would be to use a partially 3-D engine, where the ground, track, and building foundations are 3-D, while everything else is the existing sprites. This could probide opportunities for several gameplay changes that at least I would consider improvements, such as variable heights and diagonals on slopes, as wells as removing the incredible numbers of sprites that the grounds in the current version of simutrans are using, while not requireing all of the building and vehicle sprites to be replaced.as for languages, any language will do as long as it will compile and run on either http://en.wikipedia.org/wiki/MONIAC_Computer or http://en.wikipedia.org/wiki/Hex_(Discworld) Quote Selected
Re: Simutrans in 3D Reply #438 – February 13, 2010, 06:34:50 pm The problem is, that the routing of vehicles is tile based. Changing that (efficiently) is not easy. Quote Selected
Re: Simutrans in 3D Reply #439 – February 13, 2010, 06:51:26 pm Quote from: mjhn – on February 13, 2010, 05:08:40 pm or http://en.wikipedia.org/wiki/Hex_(Discworld)+++ OUT OF CHEESE ERROR +++ Quote Selected
Re: Simutrans in 3D Reply #440 – February 21, 2010, 03:29:46 pm Prissi: My idea was to have a map that's tile based in 2-D, but with height not being fixed points. Existing buildings would be usable (with 3-D foundations) as they would be on flat squares as currently in simutrans. Trains would still work as the fact that the vehicles fail to line up on slopes would often be less visible than currently as the slopes would often be less steep. Track, trackobjects, stations, and bridges would need new graphics to follow the terrain (partly, as left to right would still be kept flat with some kind of foundation)Issac: You need a cheese industry Quote Selected
Re: Simutrans in 3D Reply #442 – February 21, 2010, 06:15:08 pm Quote from: mjhn – on February 21, 2010, 03:29:46 pmPrissi: My idea was to have a map that's tile based in 2-D, but with height not being fixed points. Existing buildings would be usable (with 3-D foundations) as they would be on flat squares as currently in simutrans. Trains would still work as the fact that the vehicles fail to line up on slopes would often be less visible than currently as the slopes would often be less steep. Track, trackobjects, stations, and bridges would need new graphics to follow the terrain (partly, as left to right would still be kept flat with some kind of foundation)The current system has the advantage it is easy to see whether a tile is flat or if it is a slope. With variable slopes this becomes more difficult.Yes you can reuse building graphics but all track has to become 3d (it's impractical to draw all the possible combinations). Likewise bridges and stations have to go 3d. Then it becomes tricky making graphics consistent between 2d and 3d parts of the game... Quote Selected
Re: Simutrans in 3D Reply #443 – February 21, 2010, 08:41:05 pm Quote from: mjhn – on February 21, 2010, 03:29:46 pmPrissi: My idea was to have a map that's tile based in 2-D, but with height not being fixed points. Existing buildings would be usable (with 3-D foundations) as they would be on flat squares as currently in simutrans. Trains would still work as the fact that the vehicles fail to line up on slopes would often be less visible than currently as the slopes would often be less steep. I very much like this idea!Quote from: kierongreen – on February 21, 2010, 06:15:08 pmYes you can reuse building graphics but all track has to become 3dNot necessarily. Slopes could be not entirely free, but, say, 10%, 20%, 30%, 40%, 50% (existing ones).Tracks and roads could limited to 10% (roads and tracks), 20% and 30% (roads only).Steeper slopes would need to be smoothed in order to host ways, whereas only roads would need more (and only 3) different slopes. Quote Selected
Re: Simutrans in 3D Reply #444 – February 21, 2010, 09:35:39 pm Railroad Tycoon 2 uses something similar, I think... terrain is 3d-like, but some items like buildings and trees are 2d. It's also exceptionally ugly compared to Simutrans And the whole world is simpler, there are not so many things interacting with terrain. Quote Selected Last Edit: February 21, 2010, 09:41:56 pm by VS
Re: Simutrans in 3D Reply #445 – February 22, 2010, 09:00:04 am Quote from: kierongreen – on February 21, 2010, 06:15:08 pmYes you can reuse building graphics but all track has to become 3d (it's impractical to draw all the possible combinations). Likewise bridges and stations have to go 3d. Then it becomes tricky making graphics consistent between 2d and 3d parts of the game...Why do stations need to become 3D models? I think 2D sprites like now would still work in a 3D landscape, given that the landscape isn't freely rotatable and the stations are only build on flat ground. Quote Selected
Re: Simutrans in 3D Reply #446 – February 22, 2010, 11:40:54 pm Quote from: Hajo – on February 22, 2010, 09:00:04 amWhy do stations need to become 3D models? I think 2D sprites like now would still work in a 3D landscape, given that the landscape isn't freely rotatable and the stations are only build on flat ground.Because once you have variable slopes it actually starts to become tricky to get perfectly level ground. You can try and code workarounds for this but it would get tricky (only practical way is to automatically level terrain when building stations, adjusting height of surrounding tiles when required, but this introduces problems too). Similarly for bridges it becomes less obvious whether there is enough height difference between two ways crossing. Quote Selected
Re: Simutrans in 3D Reply #447 – February 23, 2010, 09:16:20 am Settlers II and III flattened the area for a building. I'd ****ume that it's possible in Simutrans 3D, too. But you are right, this requires extra thought and maybe some tricks.Another idea for moderately level ground would be 3D foundations to have level ground for the station, while the track is slightly sloped. This may or may not work, most likely one would have to make a few mockup screens to judge the visual appearance. Quote Selected
Re: Simutrans in 3D Reply #448 – February 24, 2010, 05:25:12 am before this gets to far along could anybody give an example of a commercial game that was isometric and then moved to 3d and get better? I personaly cant think of any! Quote Selected
Re: Simutrans in 3D Reply #449 – February 24, 2010, 08:58:30 am Quote from: itec – on February 24, 2010, 05:25:12 ambefore this gets to far along could anybody give an example of a commercial game that was isometric and then moved to 3d and get better? I personaly cant think of any!I don't know any either. And given the fact that we talk since years about Simutrans 3D but neither have any code nor models, I'd not fear this gets too far along before ... I don't know. Currently the situation is that he official dev team does nothing in this direction, and volunteers all have stopped their work, if they even started. Quote Selected
Re: Simutrans in 3D Reply #450 – February 24, 2010, 09:03:58 am GTA 3, Fallout, Warcraft 3, Command & Conquer, Starcraft 2, MMORPGs like Ultima Online, Football games like FIFA or PES...Perhaps they didn't improve the gameplay, but at least they look different... Quote Selected Last Edit: May 10, 2010, 03:29:47 pm by vilvoh
Re: Simutrans in 3D Reply #451 – February 24, 2010, 03:39:35 pm Good looking is essential for commercial games. Quote Selected
Re: Simutrans in 3D Reply #452 – February 24, 2010, 05:17:34 pm The only instance I can think of a business game where making it 3d improved the game was Rollercoaster Tycoon 3 - but that was still grid-based (improvements in gameplay were mainly based around more flexibility in track shapes and more different slopes - all the rest was eyecandy).You must notice, through, that recent discussion have not centred on making Simutrans 3-D, but using 3-D technology to improve the isometric graphics system (more flexibility in slopes, for example) Quote Selected
Re: Simutrans in 3D Reply #453 – February 26, 2010, 03:56:50 pm going full 3D would make content creation less effort in the long run. as i understood it is quite a lot of work to create the images, with all rotations, from the 3D models, since a lot of postproduction is required. i guess this is also likely the reason why almost all the commercial game developers created only 3D games from the late 90s on.3D should also provide higher performance and higher detail if LODs are chosen well. the huge workload will be on the code side. Quote Selected
Re: Simutrans in 3D Reply #454 – February 26, 2010, 04:05:01 pm Quote from: sdog – on February 26, 2010, 03:56:50 pmgoing full 3D would make content creation less effort in the long run. as i understood it is quite a lot of work to create the images, with all rotations, from the 3D models, since a lot of postproduction is required. i guess this is also likely the reason why almost all the commercial game developers created only 3D games from the late 90s on.It depends. To me it seems that full 3D usually means more work for the artists. Also it locks out all people who paint, instead of modeling items. If there is no option to use painted sprites and tiles, I can immediately dump my plans and ideas for things like pak.Excentrique. Nothing there is made with a 3D program that would be compatible with the polygon-based way to display images that nowadays graphics cards and all 3D games use (well except the few voxel and raytracing based ones).The reason for 3D in commercial games was not saved work for the developers, but marketing, in my opinion. Quote Selected