Re: Cities
Posted: Wed Jul 22, 2020 11:57 am
From IRC discussion:
<impaktor> fluffyfreak: that city link, at the face of it, looks like it might be OK with pioneer? I.e. square houses, just place them at different coordinates. Granted, would be good with some large and small road model as well, then? OH! Like elevated maglev! Nozmajner get on it!
<impaktor> ;)
<Nozmajner> :D
<Nozmajner> Roads and maglevs would still need to somehow follow the terrain
<fluffyfreak> we could loft and bend track sections along a spline
<Nozmajner> Maglev less so I guess, it could stay at the same elvation, if the height differences aren't too large
<impaktor> Nozmajner: if it's all on poles, elevated, we could handwaive it away?
<fluffyfreak> define junctions as node for a Bezier spline to follow and bend the tracks along it
<impaktor> well, by "maglev" I just mean = elevated, future, cool thingy hanging/gliding from some contraption.
<fluffyfreak> yeah, some kind of track
<Nozmajner> https://en.wikipedia.org/wiki/Wuppertal_Schwebebahn
<fluffyfreak> mind you i still haven't put windmills in the damned game so ...
<fluffyfreak> anyway, more interesting and coherent city layouts would be a visual improvement can probably be agreed
<Nozmajner> Yeah, that would be really nice
<impaktor> I'm thinking, what's the least amount of effort to achieve that.
<impaktor> Like: roads are just painted directly on the map, no model
<impaktor> hand waive: they're under ground, or that's the tracks where hover craft have scorched the earth, bla bla.
<fluffyfreak> some way to flatten the terrain https://github.com/pioneerspacesim/pioneer/pull/1476
<Nozmajner> Roads might be solved with a decal-like method maybe? Projecting a flat mesh to the terrain. But first prepare the terrain, so it makes some sense?