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Enhanchment/Branch: "Motion Platform" for attraction design. (issue #98 from main repositroy) #4
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I looked into what you by in regard to the "motion platform" thing, and my question is what in particular is missing from the main game to make this happen? I can totally see this as being fairly easy to implement on top of the game, but I would just need a specific list of features you would need.
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Connor Fitzgerald
Sent from my Phone. Please excuse my brevity.
…On March 8, 2018 4:39:55 AM EST, afarlie ***@***.***> wrote:
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'?
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#4
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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 |
* Integrate BSF [no-ci] * Travis commit #1 * Travis commit #2 * Travis commit #3 * Travis commit #4 * Travis commit #5 * Travis #6 * Travis #7 * Travis #8 * Travis #9 * Travis #10 * Travis #11 * Travis #12 * Travis #13 * Travis #14 * Travis #15 * Travis #16 * 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
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'?
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