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Train Sim World: Developer Diaries #3

Posted:
Fri Nov 04, 2016 12:29 pm
by longiron
Re: TrainSim World: Developer Diaries #3

Posted:
Fri Nov 04, 2016 1:08 pm
by longiron
Did some screen captures from the developer video. It shows the various content being used - terrain,
TSW_Terrain.jpg
static
TSW_Static.jpg
and splines
TSW_SplineContent.jpg
Re: TrainSim World: Developer Diaries #3

Posted:
Fri Nov 04, 2016 1:40 pm
by Bananarama
Many thanks for posting the screens, longiron.

Re: Train Sim World: Developer Diaries #3

Posted:
Fri Nov 04, 2016 3:50 pm
by Geep20
Every time DTG posts a new TSW vid I get more excited about its release. Some amazing looking stuff going on with this new sim, I'm really looking forward to it!
Re: Train Sim World: Developer Diaries #3

Posted:
Fri Nov 04, 2016 4:29 pm
by imnew
Amazing

Re: Train Sim World: Developer Diaries #3

Posted:
Sat Nov 05, 2016 9:03 am
by Griphos
Just focusing just on the simulation of the environment, this is wonderful. Look at those rocks! They not only look like rocks, and not some kind of glow in the dark knap sack, but they have lichen on them! I know some of you don't care about this, but suspension of disbelief is key, for me, in a simulator. I don't care how realistic the physics are if the environment I'm moving through simply isn't believable. It's the reason I stopped flight simming until Orbx came along.
This new sim seems to have ratcheted up the realism in both respects. Going to be spending a LOT of time in this one.
Re: Train Sim World: Developer Diaries #3

Posted:
Sat Nov 05, 2016 1:59 pm
by BoostedFridge
The route editor looks impressive.
Re: Train Sim World: Developer Diaries #3

Posted:
Sat Nov 05, 2016 5:24 pm
by imnew
BoostedFridge wrote:The route editor looks impressive.
I was thinking the same thing.
Re: Train Sim World: Developer Diaries #3

Posted:
Sun Nov 06, 2016 5:31 pm
by longiron
The Editor you saw is the UE4 interface at about 1 minute into the video - they were just demonstrating how spline assets can work
Re: Train Sim World: Developer Diaries #3

Posted:
Sun Nov 06, 2016 6:13 pm
by Chacal
If it's anything like the current trend, they'll adapt the generic Unreal editor to TSW's particular needs.
That's what the Construction Simulator 2015 team did with the Unity editor.
Re: Train Sim World: Developer Diaries #3

Posted:
Sun Nov 06, 2016 7:03 pm
by buzz456
What's a unity editor?
Re: Train Sim World: Developer Diaries #3

Posted:
Sun Nov 06, 2016 10:02 pm
by DrewG
buzz456 wrote:What's a unity editor?
Unity is another game engine, like UE4.
Re: Train Sim World: Developer Diaries #3

Posted:
Wed Dec 07, 2016 7:54 am
by plovdiv21
From the dev diary story on engine driver a few days ago;
" Introducing Timetables
In the Beta, you’ll experience a sample of our amazing new Timetable feature. In the final version of Train Sim World, Timetables will allow you to experience a full 24 hour day of trains over Sand Patch Grade"
sounds like a page out of Open rails.Hope DTG have improved their dispatcher functions,should be interesting