Adam Miles. Transport Tycoon Deluxe (TTD): Written by Chris Sawyer for Microprose in 1994. Written...
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Transcript of Adam Miles. Transport Tycoon Deluxe (TTD): Written by Chris Sawyer for Microprose in 1994. Written...
What is “Transport Tycoon”?
Transport Tycoon Deluxe (TTD): Written by Chris Sawyer for Microprose in
1994. Written almost entirely in Assembly language. Designed for MSDOS, sprites, 8bit graphics,
MIDI. Earn money by transporting passengers and
cargo. Build road/rail networks, planes and ships. Compete against up to 7 AI players. World size fixed to 256 x 256 tiles.
OpenTTD
2D Clone of Transport Tycoon Deluxe.
OpenTTD: Disassembled TTD, rewritten in C. Uses original graphics files, legality in
question. Significant feature enhancements:
World size increased up to 2048 x 2048. “… an AI that is actually worthy of its name” LAN and Internet multiplayer. Customisable graphics.
Transport Tycoon 3D
3D Clone of Transport Tycoon Deluxe.
TT3D: Completely rewritten from scratch. Fully 3D game world. Written in C# and Managed DirectX 9.0c. Larger map sizes – 512 x 512. Industries and Road Network.
TT3D – 3D Engine
Managed DirectX 9.0c – C#
Terrain Tilemap
Any size - non powers of 2 width/length if desired. Chunked – draws only the terrain in your locality. Texturing and Highlighting. Landscaping – per vertex height variation. ‘Pickable’:
Tile Vertex Side of a tile
TT3D – 3D Engine: Instancing
What does Hardware Instancing do? Draws many copies of identical objects – 1 draw call
Why use instancing? ‘Small Batch’ problem in DirectX 9. Every draw call goes via the CPU. Lots of draw calls maxes out CPU – low frame rate. A single draw call for all identical objects is the solution. Memory savings when compared to Shader Instancing.
How does it work? Multiple streams of data when rendering. Stream 0 = Mesh Data (Vertices). Stream 1 = Position Data (Vector4 – x, y, z. w is unused). Stream 2 = Rotation Data (Vector4 – x, y, z. w is unused).
TT3D – Gameplay
What is implemented in TT3D? Road/Tunnel Construction Depot/Station Construction
Vehicle Construction Maintenance costs
Pathfinding Landscaping Industries
Cargo Delivery Earn Money
GUI – Fully fledged Window and Control system.
TT3D – Road Network
Grid-based system Half / Full Straight Road Corner T-Junction Crossroads
3D Bi-directional Graph ‘Nodes’ are located on corners and junctions. Vehicles given a path to follow: Node ->
Node. Kept in its most optimal state. Allows for one-way streets.
TT3D – Road Network: Pathfinding A* Pathfinding
Provides ‘shortest-path’ capability on the graph.
How does it work? Uses a cost + ‘best-case’ heuristic. List of potential routes, explore the best looking. When best-case for Route A becomes worse than
Route B, explore Route B. Repeat until such a time that:
Destination is found. All potential routes have been explored, no path at
all.
In-game demonstration/explanation later…
TT3D – Landscaping
Grid-based system Rules:
No vertex may be > 1 unit above/below a neighbour.
No vertex may descend below zero. Edge of the map must remain at zero.
Algorithm was recursive… Large pyramids resulted in stack overflow…
Redesigned without recursion. Can still get slow on very large pyramids.
Once again, demonstration/explanation later…
TT3D – Graphical User Interface (GUI)
Win
dows
•Z-Order•Dragging•Focus•Resizing•Visibility•Hierarchy
Co
ntrols
•Label•Button•Textbox•Radio button•Checkbox•List box•View Window•Scrollbar•Title Bar
TT3D implements:
TT3D – GUI: View Window
Provides functionality to view and render a “window” on another part of the world. Used on vehicle windows to follow them
around the world.
How does it work? Create a second camera. Render the world to a texture using the new
camera. Draw the texture to the screen Present the final image.
TT3D – Challenges
Terrain Performance
Rewritten from scratch ~ 5 times. 1 draw call per tile… 1 draw call for the entire terrain.
Beginning to near theoretical limit of the GPU.
Road Network Maintaining the graph optimally. 3 dimensions: Tunnels/Bridges.