

Instead of using what is given to me, I can reimplement much of the functionalities with custom code. Luckily, advtrains allows me to program the system's behaviour in the very same language as itself - the famous game scripting language, Lua. Unfortunately, a PRT system isn't available for me to deploy. This means that you can set up a realistic metro system that even shares tracks between lines, all without touching a line of code. The trains are powered by the advtrains mod, which provides the rails and trains, an excellent fixed-block interlocking and signalling mechanism, and route setting based on codes put in trains. I know I wrote "Minecraft" above, but I actually used Minetest, an open-source, mod-focused reimagination of it. The train now leaves the station and goes on to serve other passengers. which we can duck under and continue forward without slowing down. I have to record the time of each leg anyway, so I displayed it on the train as well. The train navigates junctions along the network to get me to Armya with minimal distance. Here it comes! The train is only 1 car long, becuase only a few families at most would be cramming themselves into this. and asked the system to get me a train that goes there. Instead of hopping onto a train line, I punch in my destination, Armya. I like designing stations to be small so they won't clutter the world, especially in the Gen 1 world where stations are as close as 150m apart. Let me show you the final product, I'll travel from Estercroft to Armya in the Gen 2 world. A forgotten form of rail transport is a prime target! My efforts to reimplement the ideas of the PRT in Minetest evolved into this project. Then, I found out about the PRT architecture, which immediately interested me.
MINETEST CAR MOD MOD
At the time, the mod has rails that turn in 30-degree(ish) increments, a lifelike fixed-block signalling and interlocking system, and station rails that makes the train stop at stations. PRTs were thought to be the future of transport, but the high cost and complexity means it never caught on.įast forward to myself, who was playing around with rail networks in Minetest's advtrains mod. But like a taxi, you tell the system where you wish to go, wait for a small car to come pick up you and other travellers going to the same place, then the car brings you directly to your destination, navigating the grid of intersections and never stopping along the way. Just like light rail, you go to a special station to use the system. For everything else you need more resources to access.The PRT is a lost form of public transport which is basically taxis on a rail network. I would say considering you only got normal maps, diffuse textures, some properties about the fog and the sunlight, you can do maybe a light shaft through the fog and physical based skybox rendering. The light direction also gets interpolated from the vertex stage to the fragment stage which isn't exactly what you would want but I assume it doesn't matter for this specific game if there aren't any curved objects from mods. I can only see two light source related variables in the shaders which are the vector and color of the sun (a directional light) and its relative vector considering the viewers perspective and the objects which is shaded. I also don't know the possibilities for this using Irrlicht for rendering but you would definitely need some additional steps in the rendering pipeline to add some neat visual effects like global illumination, volumetric lighting or reflections. So no uniform buffer objects or shader storage buffer objects. The problem is that you have only vertex and fragment shaders which don't mention GLSL version but only use uniform objects.
MINETEST CAR MOD HOW TO
As someone who knows somewhat how to use shaders and write them for OpenGL or Vulkan.
