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Showing posts from May, 2017

May, 2017

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The march to Godot 3.0

L33t-Codez There has been much reworking of the track laying system. We are moving from splines to use arcs (aka...circles) and lines. This change was needed due to performance of splines. To find the length of a spline for example, one must sub divide the spline into an appropriate resolution set of small lines then compute the length from this. Using arcs and line segments gives an exact distance based on geometry. This also helps those with OCD as it looks very neat. It also helps laying rail over bridges which was previously very fiddly.

Wading through the maths of it all has been rewarding and at the same time, pushing one to insanity....


As part of working on this new track laying system, I have also changed the system to allow the player to be able to build anywhere. Previously the player was required to build a track off some existing track, junction or train station. The new method makes things less clunky and gives the player far more control.


Arty-fa…