Outerra forum
Outerra Engine => Ideas & Suggestions & Questions => Topic started by: Blockaderunner on August 21, 2010, 12:39:04 pm
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Hi there!
I'm just wondering how the rails will be implemented in the engine. Will it be vector data such as roads and land class data or it will be fully procedural content with only direction and curvature data, e.g. there will be several types of sleepers, rails and connection algorithm?
So guys, thanx for your great work and answer, keep it going!
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Using your definition the roads are procedural now, taking only way points with road attributes that are spline interpolated. The per-node attributes include road type, width, marking and so on.
Railroads will be defined similarly, with sleeper and rail (and embankment) types defined per node and generated along the curve. Connections will be probably special.
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Will you be able to include superelevation and gradient limits?
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I had to look up what is "superelevation" :)
Yes, the road system supports specifying slant value per way point. Although, it wasn't tested yet, now that I think about it.
The same parameter should determine also the crosswise slant for railroad embankment and sleepers.
I suppose the gradient limits (and curvature limits) will be guarded by the track editor.
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Cool. Railworks doesn't support superelevation and it's a dedicated train simulator... It doesn't support train lights that can lighten environment too :/
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It doesn't support train lights that can lighten environment too :/
That should come with the support of deferred lighting system, usable for cockpit illumination and such things as well.