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Well that didn't last long.
Paul
neither did railworks, msts and rail simulator, i think trainz is a fun a simple simulator...but with a lot of problems tooWhere have I heard that before? Oh yeah, every girlfriend I've ever had...
neither did railworks, msts and rail simulator, i think trainz is a fun a simple simulator...but with a lot of problems too
I'm not so sure that that is really so sloppy. Since any train could come within viewing distance at any time, it stands to reason that the game needs to keep track of where they all are and what they are doing, even if they are 19.312 km (twelve miles) away. It's not like the static scenery which only has to be rendered when it is within range....
But in this case, the visibility is set to 1000 meters, and the nearest yard is TWELVE MILES AWAY! Apparently TS2010 loads and continually processes every single car on the entire route regardless of how far away it is - that's SERIOUSLY sloppy programming. :n:
Yes, I came to Trainz while using MSTS. I made a few activities for the latter and grew frustrated with the process. Not that it was so difficult, but repeating the same steps time after time became rather laborious. The sessions in Trainz can reach the same level if you are building a session for release to the general user, but the process is easier.
Apparently TS2010 loads and continually processes every single car on the entire route regardless of how far away it is - that's SERIOUSLY sloppy programming. :n:
No instructions now but what if one of the AI engines has to couple with and move a whole lot of those loose cars somewhere else. Trainz has to know where they all are. Now I don't know how the code was written but if a car in not powered and the hand brake is set, then it could be assumed to not move until an engine couples with it. So Trainz would just need to maintain a table of the locations of each and every car, their coupler locations and probably some other characteristics....
"Since any train could come within viewing distance at any time, it stands to reason that the game needs to keep track of where they all are and what they are doing"
Not when they're just sitting in a yard with no AI instructions, ...
Perhaps a small CrayTo even capture the flavor of the kind of route I'm building I need ....
No instructions now but what if one of the AI engines has to couple with and move a whole lot of those loose cars somewhere else. Trainz has to know where they all are. Now I don't know how the code was written but if a car in not powered and the hand brake is set, then it could be assumed to not move until an engine couples with it. So Trainz would just need to maintain a table of the locations of each and every car, their coupler locations and probably some other characteristics.
I've made maps with over a dozen AI trains all moving around and Trainz didn't choke. Considering all the other realtime calculations it has to do, it's pretty amazing that a simple PC can do it at all. At some point you WILL overwhelm the your computer system. Add in all those loose cars and you say sloppy! I think you may have exceeded your hardware's capacity.
Perhaps a small Cray
Well, let's see if I can put my perspective into perspective.
Back in the 80s there were plenty of flight simulators, but no train simulators. So I attempted to make my own train simulator. First one was in BASIC code, which was all I knew how to do, went over like a lead balloon with getting the animation and smoke looking good, adding the control interface, then adding sound disabled the controls and fixing the controls screwed up the animation.
Second attempt was with an 80286 running at 16mhz with 640k of RAM - MSDOS with Windows 3.1, I bought Visual Basic for Windows and created a whole bunch of bitmap images - the new train simulator flipped through all the BMP files and loaded them one after another to create the illusion of movement. Sloppy. Pretty awful program, gave up on it.
About five years later I had an 80486, 66mhz, 4 megs of RAM, and stumbled across a floppy disk that had that old VB trainsim on it. Loaded it up to see what it looked like, ran smooth as silk.
Does that mean my sloppy coding is now efficient? Same old cartoon "flipbook" style display, only difference is the 486 running four times as fast with six times the RAM overpowered the inefficient method of displaying the animation.
Same thing here, just because you can overpower sloppy code with bigger faster horsepower machines doesn't mean it's a good idea to say "anything goes" and crank out inefficient bloatware.
If it has faults sweeping the faults under the prayer books and pretending they don't exist is Pollyanna nonsense.