RailWorks3 Train Simulator PC Game is very amazing and popular game of 2012. This is the game of simulation. A unique and different style game that you enjoy every moment of the play. The developer and publisher of this are Rail Simulator. This game was released worldwide for all gaming station on 23 September 2011.
This game is part popular game series known as the Rail Work Games. There is a different version of this game but RailWorks 3 PC Game is best among them. This is because the version has better quality graphics and powerful sound effects. The player drives the train himself. There is mission in this game and the player job is to complete those missions as soon as possible.
There is a complete series of the missions. Your mission cities that are graphically arable are the big and amazing cities of the UK and USA. There are new tracks added to this version. You will enjoy this version more than any other version of this game. There are also RailWorks 1 PC Game and RailWorks 2 PC Game.
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I have installed the full game and when I double click to open it a box asking whether you allow to make this app make changes in your pc , when I choose yes then another small box opens and says login to steam and well I am already logged in steam. Please help.
Please do not mind for asking this silly question but I have tried downloading many games including train simulator 2016 ans 2017 but it required other software for installing the game so is this also require other software for its installing ?
I saw @paniq tweet about paper which involved a very smooth, very natural curve interpolation, and I was immediately intrigued. To me it looked like a series of circle arcs linked by line segments at their tangents, and I quickly produced a bzier approximation of the same idea, drawing the arcs using cubic bziers with the often used coefficient of 0.55191502449.
I also had been, for some time, thinking about doing a game about railroads, with the twist of making it based on real world maps, trying to approximate real track networks. But the various games I tried that had vector-based tracks had either a too complicated interface for laying them, or tried to simplify too much and the curves seemed unnatural and quite different from real world track layouts. I was truly enamored with this way of smoothly interpolating a polyline into a curve, which was new to me, and seemed much more usable than the splines I knew. The idea of doing the railroad game with a track design based on this line interpolation started taking shape. So, barely a month before my finals, I started working on the idea for way too many hours every day.
I mentioned real world maps earlier. I really wanted to have the real world maps as the map of my game, the canvas for the player to build their track networks, but doing so would require using actual GIS data. The obvious place to start was OpenStreetMap. I like programming way too much for my own good sometimes, so I decided to start from raw OSM PBF dump files. These contain an optimized protobuffer dump of the OSM database, and can be found already pre-cut down into countries or regions. They are not database, being more like a serialization of the OSM data. In particular they lack any indexing. My idea was to load these PBF files and transform them into my own database format, with heavy lifting of processing ways and relations into triangulated shapes and generating indexes as a preprocessed step. I ignored MapBox, PostGIS and other ready-made solutions. My own map format would be stored as a series of tables in a SQLite database, with proper indexing.
In parallel to the OSM map preprocessor (which was alarmingly growing in complexity very fast), I started developing a map renderer. This would the prototype of my game. It calls into the underlying graphics API of the system via the excellent bgfx, and it would be all in C++, with me having been reconciled with the language after a years long detour into various Lisp dialects. This would be low level coding with no game engine and using libraries only for things like image loading.
And here it is with quite a bit of work in just a couple days later. This is handling simple filled shapes already, as for example building footprints, which was a lot of work on the preprocessor side, since it needed to start triangulating ways and relations. I decided to triangulate on the preprocessor and not on the game, and take the extra storage hit. This would haunt me later on, but it was the right call in the end. Also not visible in this map is the fact all the vector data is in full precision longitude-latitude, not missing a single bit. This involves storing the coordinates as a pair of 32 bit floats and using vector shader tricks when doing the view transform to keep the full precision without ever using 64 bit floats, which are terrible in consumer GPUs.
I switch to Luxembourg, looking for more complexity and a varied and larger urban grid. The preprocessor is now tagging and including more kinds of shapes based on the OSM metadata and the proto renderer is using more colors now.
And the same image with shapes enabled, and some shape textures. This image right here was the one that convinced me I had to finish this game. I had started programming less than 3 weeks earlier and I now had my own OSM preprocessing pipeline and custom map renderer. And my maps were actual shape data, that the game code could peek and poke as needed, instead of a static image backdrop. The maps still required a ton of work, specially to make them faster to draw and smaller to store, but it was time to start working on the other side of the idea, the tracks.
As I mentioned earlier, the game maps are data, not images. It is a central feature of the game that the tracks interact with the map as real tracks would. They cannot cross a street at just any angle. A surface track cannot go over a river. They cannot just go over a building. As seen in this gif the code was now in place for hit testing with map entities, starting with buildings (those were removed later on as worthy sacrifice, alas).
Track branches are introduced for the first time. Being restricted to simple 2-ended runs of track, even if being allowed to build more than once, would be very limiting. Real world tracks branch and merge all the time, so the game has to support that too.
The first station data model and drawing. The idea was to make them as intuitive and easy as possible. They are an independent track segment with a bounding rectangle that surrounds them, called platforms, since they are intended to model a real 2 track platform in a station. Some stations just need one of those. But when the bounds touch another station bounds, they fuse together into the same station, giving you a 2 (4) platform station. And as long as you are in blueprint mode you can also move away a platform to get two separate stations. Or use a third to bridge over two existing ones. Or introduce a subway connection for a surface station by just drawing a tunnel station underneath.
I also played with a population density idea based on the density of certain map data. Namely the vertex density of certain kinds of roads and (at this point in time) building shapes. This is still an unexplored area of the game that needs a lot of work.
Another important idea was prototyped and implemented, track max speed. Each kind of track would have a max speed, and the shape of the track could lower that max speed. If the track is bent into a small radius curve then the speed is severely decreased.
What is a rails game without trains? There had to be trains! A first prototype dealt with very simple entities randomly circulating in a track network. Go forward while there is track to go, bounce back when it ends, randomly pick a branch if one is available.
Pathfinding came next. The same dumb train as before is now capable of picking a random point in the track network and attempts to trace a path using the A* search algorithm. It keeps into account the track speed and the track length to pick the shortest time possible between two points.
Hit testing is not so straightforward as it looked like initially. While the non-branch case is an easy 1D check, the branching case requires a full 2D test. So trains are checked as 2D entities with generous bounding boxes when in the proximities of branched tracks.
And thus started the big adventure of indexing the entirety of the worldwide OSM ways and relations database, triangulating and bound finding all of it, stitching every single way and relation, and distilling this entire thing into a highly compressed, highly optimized multi LOD vector tile database for drawing in a single file at or under 20GB. Again, I ignored MapBox or any other solution, and did my own thing. And what thing it was.
Q: What?
A: I later optimized it down to just 800GB. It needs all of that memory to first build an in-memory index of the OSM PBF file, then dump it all as fast as possible into the LMDB file, saturating the disk link.
The second step of the process is to use the indexed OSM data to build the game map tiles database. This involves indexing all the shape and line bounds in-memory in a R-tree. And since I like fast, it also involves loading all the data in RAM.
But I was going to be over the 24h spot instance limit this time, the CPU cost of building the tiles is too high. So I decided I was going to hit the disk. As swap. This process runs on a rock bottom priced bare metal server provided by Hetzner. I used a 32 core Threadripper with 128GB of RAM and crucially, a couple of fast NVME drives in RAID0. I set up most of the drive space as a multi-TB swap space, and I let the map processor allocate as much heap memory it needs, in excess of 1TB.
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