![]() ![]() There are some house graphics on that page, so one may start a derivate of that for Simutrans. The only mod I really like was the western mod (never released though): OpenTTD has only 64圆4 and 256x256 image, nothing in between. The 256 size limit (was rather a 64k size limit per image) has been lifted a long time ago. Let us not forget that the cache files will probably be quite big (possible concern for very old systems, or systems with little storage space). Additionally due to the nature of pagefaults it is possible that users who just load up a session might have very bad performance initially as all the needed data is loaded into memory on demand. It also does nothing to combat limitations such as 2-4GB virtual address limit (since the mappings eat into the limit). Although memory mapped virtual address space is treated like normally allocated address space as far as the program is concerned, if it performs the same is another question (one that is hard to get a clear answer for). This could be extended beyond sprites, to even pakset data so it gets loaded on demand. Due to the mechanics of memory mapping it will stream in pages as required (with a page fault), leaving the un-touched pages out of memory. Subsequent loads of the pakset then map the file in read-only mode and do not need to build the sprite sheet again from all the individual pak elements. ![]() This file is memory mapped to form the memory for the internal sprite sheet when it gets created. When one loads a pack for the first time it creates a "sprite sheet cache" file. One could do a simple caching implementation. And so does the usefulness.)īesides, Simutrans problem was with the unique identifiers for the images, which would most likely have to exists permanently even if the actual image data could be loaded on demand. (One could anticipate the transition, and start loading early, but then the time were the images are not loaded dwindles. Only spring and autumn images are truely mutually exclusive, but seasonal transitions are slow enough as they are, without Simutrans having to load the images in and out of RAM. I wrote "normally", because in sandbox game without timeline, you can actually end up using all images at once, in theory. But when zooming out, it broke down due to the sheer number of individual, though small, images to draw.) (Though my first attempt at getting Simutrans to use OpenGL would actually run fairly well with fewer and bigger tiles. That rendering 2560x1440 without hardware acceleratation is a problem is unrelated to the tile size. Since Transport Tycoon had (I assume) 64圆4 images on 640x480 display, 256x256 images on todays 2560x1440 displays would give you the same view of the world, except for what was lost vertically going from 4:3 to 16:9, just with smoother graphics. Actually, drawing half as many images that are twice as large, could actually be faster, depending on how things go with the caches. If you double the size (area) of each image, there will also be only half as many images on screen, so it cancels out. The bottleneck should not be the size of the images, but the total number of pixels to draw on screen. I thought OpenTTD had much more trouble with their graphics than simutrans. Quote from: sdog on July 21, 2015, 12:14:20 AMĪs far as I know it 256*256 would be pushing the limits for simutrans. I hope it doesn't cause their community the distress that money can.Īnd although I don't particularly like the style I saw, it does look nice, and I know if it happens, it'll make for some happy OTTD players. ![]() Sounds like they have a lucky setup - one guy who already was contributing to the project. That all being said - I wish OTTD the best of luck. (But I'm glad not to need donations again, too.) Well, except for donations toward the server during hard times, although I definitely didn't make any money from that. At least right now, anyone who has contributed knows that nobody has gotten money out of the deal. I have a feeling that once money gets involved, though - feelings get hurt quickly. Or if someone rendered things in a SimCity 4 like way. I really wish we'd gotten a full set of that look. We have some great artists out there and I love a lot of the paks - but I have to admit that I miss Raven and the Blender stuff. IMHO, 192x192 is about the largest I'd ever want to see - and when I play it, I usually play zoomed out (but it's nice to zoom in - and the cartoony style makes it work nicely imho). I think there was a 256x256 test pak for Simutrans at one point. ![]()
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