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Author Topic: Miles of track  (Read 48634 times)

planetsim

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Re: Miles of track
« Reply #15 on: August 11, 2014, 12:01:33 am »

ok ...so is there anything I can do to help with the rail physics implementation right now ?
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planetsim

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Re: Miles of track
« Reply #16 on: August 24, 2014, 08:47:29 am »

Hallo :)

Any luck with adding rails support and rendering or  a railway physics vehicle type?
« Last Edit: August 24, 2014, 08:51:16 am by planetsim »
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cameni

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Re: Miles of track
« Reply #17 on: August 24, 2014, 11:23:55 am »

Unfortunately it's not a matter of luck, and while the railway tracks are in the plan for a long time, we have lots of open stuff that needs completing before we open new tasks.
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planetsim

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Re: Miles of track
« Reply #18 on: August 24, 2014, 12:40:56 pm »

ok, we will wait :)

By the way what are you guys working on at the moment ?
« Last Edit: August 24, 2014, 01:22:12 pm by planetsim »
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cameni

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Re: Miles of track
« Reply #19 on: August 24, 2014, 01:51:07 pm »

Apart from secret contracted stuff - terrain self-shadowing, tree shadows, lights, SSAO, Rift DK2 support ...
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ZeosPantera

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Re: Miles of track
« Reply #20 on: August 24, 2014, 03:39:13 pm »

>  secret contracted stuff

Damn you!

Waterboarding for all!
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planetsim

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Re: Miles of track
« Reply #21 on: November 20, 2014, 09:44:22 am »

Whats been happening in Outerra over the last few weeks :)

Here is what I wants in Outerra :D

http://upload.wikimedia.org/wikipedia/commons/8/81/BNSF_GE_Dash-9_C44-9W_Kennewick_-_Wishram_WA.jpg
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HiFlyer

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Re: Miles of track
« Reply #22 on: November 20, 2014, 09:47:08 am »

Whats been happening in Outerra over the last few weeks :)

Here is what I wants in Outerra :D

http://upload.wikimedia.org/wikipedia/commons/8/81/BNSF_GE_Dash-9_C44-9W_Kennewick_-_Wishram_WA.jpg

Granted, the game in your picture has good graphics and a high frame rate...... but there's no way to save your progress, and you only get one life!!
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PytonPago

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Re: Miles of track
« Reply #23 on: November 20, 2014, 02:41:53 pm »

Whats been happening in Outerra over the last few weeks :)

Here is what I wants in Outerra :D

http://upload.wikimedia.org/wikipedia/commons/8/81/BNSF_GE_Dash-9_C44-9W_Kennewick_-_Wishram_WA.jpg

Granted, the game in your picture has good graphics and a high frame rate...... but there's no way to save your progress, and you only get one life!!

 And the tracks editing takes so much time ! :D :D
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HiFlyer

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Re: Miles of track
« Reply #24 on: May 30, 2015, 05:52:03 pm »

Hmmmmmmm....... I wonder.........

Since they are redoing the road system anyway, and I assume adding support of some sort for waterways, it seems a shame to not throw track support in there while they are at it.........

A lot of people would be ecstatic........
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cameni

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Re: Miles of track
« Reply #25 on: May 31, 2015, 11:56:50 am »

Tracks alone won't be enough, you'll need also a physics module.

Tracks require two things, a modification to the road system (for track foundation), and a spline-based geometry generator (repeater, for cross ties and rails).
Repeater requires a modification of the material system to support small instanced geometry rendering without a full blown object pipeline. It's going to be used also for other road and railroad related things like poles, guard rails, but also highway connections, bridges and tunnels.
Material system update depends on shader system update (which is now mostly ready, so it's waiting on a free time slot).
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HiFlyer

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Re: Miles of track
« Reply #26 on: May 31, 2015, 03:40:45 pm »

Cool! Sounds very promising!
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Cormac21

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Re: Miles of track
« Reply #27 on: June 03, 2015, 11:21:35 pm »

Wow its really awesome.
I personaly like that concept and I`d love to see it here.
Well done..
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John514

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Re: Miles of track
« Reply #28 on: September 09, 2015, 01:49:26 am »

Tracks alone won't be enough, you'll need also a physics module.

Tracks require two things, a modification to the road system (for track foundation), and a spline-based geometry generator (repeater, for cross ties and rails).
Repeater requires a modification of the material system to support small instanced geometry rendering without a full blown object pipeline. It's going to be used also for other road and railroad related things like poles, guard rails, but also highway connections, bridges and tunnels.
Material system update depends on shader system update (which is now mostly ready, so it's waiting on a free time slot).
It also needs a procedural rail system to automatically create cuts and blades in junctions.
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