For all you who want Muti Player rail simulator Railworks will have it by next year.. Enjoy
http://www.facebook.com/pages/RailSimulatorcom/258680273090?v=app_10339498918
Online Play:
We are please to announce the RailSimultor.com boffins have started work on online multiplayer technology. While still in its early stages multiplayer game elements are likely to include Driver, Fireman, Signalling operations with up to 6 players and VOIP. We expect to go to BETA testing at the end April
RailSimulator.com strives to bring ongoing technical advances to trainsimming, not only to reward our loyal fans for their on-going support but to push train-simming forward in terms of realism and enjoyment. With this in mind we have prepared this short technical briefing to let you all know about the technical developmentswe are currently working on. We are very excited about what lays ahead for us and our fans, and we hope you are too. Best wishes, Paul Jackson.Lighting:
In the current version of RailWorks we use a very simple 3 point lighting system. We have a sun (or moon at night) light, a back light which mirrors this and an up-light which simulates reflection of light back from the ground; these lights move slowly around the world with the change in time of day.
One of the main visual goals is to implement a dynamic lighting system. This will allow us to have many more lights in the world, e.g. train lights, platform lighting and internal lighting.
The first step towards this has been the reworking of the terrain system. This is required because illumination of the terrain has always been done using the CPU. This works in RailWorks2 because the lighting is not changing every frame and so this can be calculated infrequently. The development work done so far allows this to be moved to the GPU (Graphics Processing Unit) so that lighting can be updated in real time. This is what can be seen in our speeded-up demo (http://www.youtube.com/watch?v=lBF0pnookwk) .It also allows the lighting to update ‘on the fly’ when using the terrain editor, and this also improves the response to changes in the weather in-game. Additionally with the terrain GPU lit we are improving the shadowing.Draw Distance:
RailWorks currently renders 4km x 4km of high resolution textured terrain plus a further 6km of lower resolution 'distant mountain' terrain. In other words, when exploring your surroundings at the moment, only the nearest 4km are recreated in high detail which moves along continuously with you. By utilizing improvements in PC specs and refining the underlying code, we will be extending the draw distance further so that a much greater amount of the surrounding area is highly detailed, increasing the visual realism of the simulator.Block Assets:
This development is intended both as a way to improve your ability to create routes quickly, and also as an efficient way of rendering large blocks of identical assets. With the new block assets, when creating a route you simply place down and drag out a rectangle on the landscape which defines an area of identical scenic assets. These assets are then placed automatically, following the terrain, and are rendered very efficiently. The main and most obvious use for block assets is laying out blocks of trees and undergrowth, or potentially city and town terraces and other uniform sets of buildings.
http://www.facebook.com/pages/RailSimulatorcom/258680273090?v=app_10339498918
Online Play:
We are please to announce the RailSimultor.com boffins have started work on online multiplayer technology. While still in its early stages multiplayer game elements are likely to include Driver, Fireman, Signalling operations with up to 6 players and VOIP. We expect to go to BETA testing at the end April
RailSimulator.com strives to bring ongoing technical advances to trainsimming, not only to reward our loyal fans for their on-going support but to push train-simming forward in terms of realism and enjoyment. With this in mind we have prepared this short technical briefing to let you all know about the technical developmentswe are currently working on. We are very excited about what lays ahead for us and our fans, and we hope you are too. Best wishes, Paul Jackson.Lighting:
In the current version of RailWorks we use a very simple 3 point lighting system. We have a sun (or moon at night) light, a back light which mirrors this and an up-light which simulates reflection of light back from the ground; these lights move slowly around the world with the change in time of day.
One of the main visual goals is to implement a dynamic lighting system. This will allow us to have many more lights in the world, e.g. train lights, platform lighting and internal lighting.
The first step towards this has been the reworking of the terrain system. This is required because illumination of the terrain has always been done using the CPU. This works in RailWorks2 because the lighting is not changing every frame and so this can be calculated infrequently. The development work done so far allows this to be moved to the GPU (Graphics Processing Unit) so that lighting can be updated in real time. This is what can be seen in our speeded-up demo (http://www.youtube.com/watch?v=lBF0pnookwk) .It also allows the lighting to update ‘on the fly’ when using the terrain editor, and this also improves the response to changes in the weather in-game. Additionally with the terrain GPU lit we are improving the shadowing.Draw Distance:
RailWorks currently renders 4km x 4km of high resolution textured terrain plus a further 6km of lower resolution 'distant mountain' terrain. In other words, when exploring your surroundings at the moment, only the nearest 4km are recreated in high detail which moves along continuously with you. By utilizing improvements in PC specs and refining the underlying code, we will be extending the draw distance further so that a much greater amount of the surrounding area is highly detailed, increasing the visual realism of the simulator.Block Assets:
This development is intended both as a way to improve your ability to create routes quickly, and also as an efficient way of rendering large blocks of identical assets. With the new block assets, when creating a route you simply place down and drag out a rectangle on the landscape which defines an area of identical scenic assets. These assets are then placed automatically, following the terrain, and are rendered very efficiently. The main and most obvious use for block assets is laying out blocks of trees and undergrowth, or potentially city and town terraces and other uniform sets of buildings.