[Help wanted] Reworking MSTS - Microsoft Train Simulator

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OakenheaD
Posts: 10
Joined: Fri Jun 26, 2009 10:18 am

[Help wanted] Reworking MSTS - Microsoft Train Simulator

Post by OakenheaD »

[1] Project
Aims:
The project is aimed at breathing new life into the old MSTS train simulator. Apart from updating the graphics engine to IrrLicht, I would also really like to introduce multiplayer into the game engine, since none of the currently released train simulators possess that option, which is sad.

How do i see it:
step 1) Loading and displaying shape and world files of MSTS in IrrLicht.
step 2) Complete MSTS route loading.
step 3) Train motion and dynamic world loading.
step 4) Train physics and controls.
step 5) Net interaction.
step 6) Automatic replacement of static flora and gantries with procedural equivalents. Realistic weather effects and other graphical improvements.

[2] Dream team:
1 or 2 skilled c++ programmers.
1 or 2 guys who know how a locomotive really works.
1 or 2 guys who can think of the algorithmic side to the simulation [me +anyone who wants to join]
Ideally - if you like railroads!

[3] Tools:
Anything which can compile IrrLicht.

[4] Pay:
The job is a freelance, however, i plan on releasing the project as Payware, and the money i get - i shall divide equally.

[5] Current status:
Currently i have several algorithms regarding train motion, controls, a good idea how things work in real life. I have a solid idea of what needs to be done, and what difficulties may arise.

[6] Background:
I am a 2nd year (hopefully 3r year soon :)) student in a B.Sc. Mathematics and Physics course, and a huge fan of Russian railroads.
OakenheaD
Posts: 10
Joined: Fri Jun 26, 2009 10:18 am

Post by OakenheaD »

Well, since so far there are but no replies, i would just ask this of you:
Could someone please write .s importer for irrlicht? Game mechanics i can manage on my own.
hybrid
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Post by hybrid »

Well, seeing that you cannot program a simple text file reader, most people will simply not believe that you can handle such a large project.
Moreover, this project announcement lacks important documents which are required in order to become a real project proposal. You need some sketches of your game engine, a project plan, basically anything to make us believe that this project can be handled at some point at least. So please add some more information, otherwise this topic needs to be removed.
OakenheaD
Posts: 10
Joined: Fri Jun 26, 2009 10:18 am

Post by OakenheaD »

Here is the game structure, as i see it:
Image
The game loop, as i see it:
1] Take the first consist [i shall be using the word consist, even though i dont think such structure will be implemented]
2] receive position info on other player's consists from the server*
3] Check for next signal in the direction of motion, update relevant controls.
4] Check for acceleration value of the first car. Update velocity, then update position based on the velocity, and proceed to the next car. repeat until all cars have been updated.
5] Check for triggers - collision, coupling, derailment, other triggers.
6] Update occupancy of the track & send occupancy info for this consist to the dispatcher.
7] Repeat steps 3-6 for other consists managed by this computer.
8] Draw: apply motion effects to moving consists, apply weather and particle effects, etc, then draw the scene.

*step 2 can be omitted, or made to be skipped, if no info comes on time.

PS: regarding the text file issue - i CAN program a file reader, that's no problem. I am rather at a loss of how to translate those lines to the 3d mesh format understood by the engine.
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