It's been quite a while since I've posted an update. I took a step back when I realized bridges and tunnels plus road crossings at grade were making things very complicated and causing lots of one-off
Video preview of early alpha version of Train Game 3D. Artwork not final. This video shows some of the work on the bus stations to allow 3 bays for loading/unloading. Buses wait for an available bay b
Developer Update: I've got some basic traffic management at intersections now. The vehicles had traffic management to space out and follow each other but would drive right through each other at inters
Here's the first video preview of the land engine in an early alpha version of Train3D. It shows off the tile based land engine and some of the tools that can be used to manipulate the world.
Train3D has the possibility for dozens to hundreds to thousands of vehicles all running around the map. Each vehicle has its own set of orders and follows a route but road vehicles need to share the s
Train3D needs the ability to handle thousands of vehicles roaming about the world at the same time. A little research shows that there is some overhead to using the Unity Update() method for a bunch o
The terrain system in Train3D is based on tiles. Each tile can be a specific height and the top of the tile can take different shapes base on if any of the four corners is raised or lowered. This syst
Quick developer update. I'm working on a list of items that I want in place before I release the first demo video. Some items I've identified include:Road vehicles need to rotation when driving up/dow