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Enhanchment/Branch: "Motion Platform" for attraction design. (issue #98 from main repositroy) #4

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afarlie opened this issue Mar 8, 2018 · 2 comments
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feature request Requests a large feature be added.

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@afarlie
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afarlie commented Mar 8, 2018

Earlier you said you were re-writing an engine from the ground up, I'm noting something I put in respect of the main repository:-

leezer3/OpenBVE#98

As a 'motion platform' simulator for rides would need a different engine, would you consider parallel development of a simulation engine for building 'dark-rides'?

@cwfitzgerald cwfitzgerald added the feature request Requests a large feature be added. label Mar 8, 2018
@cwfitzgerald
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cwfitzgerald commented Mar 11, 2018 via email

@afarlie
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afarlie commented Mar 13, 2018

Amongst other things:

*physics/dyanmic modelling would need to be de-coupled. ( see the other post about tractions), a ride vehicle would have a completely different dyanamics model compared to a train car. There would need to be a way to define the physics and dynamics handling more precisely, and possibly use different models for different types of ride vehicle, or small ride boats for example

On tracked rides, 'braking and launch sections in a nominal track' - whereby a ride vehicle is slowed externally speed controlled. Currently cars in OpenBVE are assumed to be self-powered or trailers, on some rides the vehicles may operate using a belt (Omnimover) or external powering (like a cable)

Ability to have fixed track sections vs the current distance based model.. On most rides a 'curve' is of a fixed radius meaning it's assembled in fixed angle blocks vs fixed distance blocks. Like building track up for a model railway is done using fixed radius curves.. (This may need a new file format)

Support for really tight turns (which may be within the wheelbase of a ride vehicle).

Localised lighting effects... currently lighting in OpenBve is for the most part global, on a drak ride you'd need the ability to illuminate parts of the ride indvidually. There had I think been some work done on EmissiveColor in the existing engine but wasn't sure how far it had gone..) Also I'm not sure if the animated object format allows for colours to be pulsed between various chrominance and luminance settings based on a script...

I will add more as I can think of them

cwfitzgerald added a commit that referenced this issue Jun 13, 2018
cwfitzgerald added a commit that referenced this issue Jun 14, 2018
* Integrate BSF [no-ci]

* Travis commit #1

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* Try to silence runtime warning

* Try to silence runtime warning pt 2

* Try to silence runtime warning pt 3

* [ci-skip] Try to silence runtime warning pt. Finale
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