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    RCT 3 -> Whats your thoughts?

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    inegames
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    Post by inegames 5/15/2009, 10:42 pm

    Hey people! Im sure most of you have heard of Roller Coaster Tycoon, its a pretty awesome game (I once had a dream of making a real park, now days its a Coaster park like Cedar Point or similar), hence i play it!

    However, i personally think there are some problems with it, in the way of realism. For example, you can place walls that go straight over pieces of track and when you ride the ride, you just go through it. (Im talking about No. 3 here)

    Personally, i think RCT2 is better done, but the graphics and some of the features in RCT3 make it much more popular.


    Now, last night i realized well being bored how to do the Physics that indicates how fast a roller coaster would go, taking into account the angle and the friction. I also thought of a way of saving the coaster using DB type arrays... Now, i am considering making my own version, with the features I think are required etc, including not being limited to which direction the track goes in, the angle of banking and multiple stations, where each one might have only an entrance, or only an exit.

    What are your thoughts?
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    Post by John 5/15/2009, 11:47 pm

    I honestly think that's an EPIC idea!

    You would of course make it completely your own. Of course, it would me a park builder but it would have your own completely new interface and everything!

    I used to have Roller Coaster Tycoon 2. I massively failed. When I threw out my old computer I realized a week later that I had left the game in the CD drive. >.>
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    Post by inegames 5/16/2009, 12:14 am

    Thats awesome! Great, now all i need is a computer that runs Windows and Im halfway there!! XD

    How about some ideas you think I should add, heres a few things I was thinking:
    + Ride your rides (a must since RCT3 came out)
    + A simplified way to make buildings. If you have ever tried it in any of the RCT series you will know what I mean
    + Free form roller coasters, so they aren't limited turns to 8 directions
    + An object maker for adding scenery that isn't already made
    + Better lighting system. Again, from RCT3 the walls don't block out light very well
    + Scenery that can have doors so you can, well go through doors
    + Scenery that you can set on timers, or make happen on events
    + Scenery with sound effects

    Any other ideas?

    Oh, and this will probably be done in C++ as a bit of a revival learning curve for me, seeing as I have forgotten how to use the Glut library Very Happy
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    Post by John 5/16/2009, 12:20 am

    Hmm, sounds good.

    How about different objectives? I don't know about RCT3 but in RCT2 the goal was always to get a certain amount of money.

    Maybe you should make new exciting objectives.
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    Post by inegames 5/16/2009, 12:26 am

    Of course!! What though? I guess, getting VIPs like in RCT3, money in both, certain amount of people from both, those are really basic...

    Maybe, you have to break world records or something?
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    Post by John 5/16/2009, 12:29 am

    Maybe you can get a little mathematical if your game has an expert mode.

    There would be challenges like setting the right speed and angle to make the tallest roller coaster that wouldn't fall and break.

    Also, you can make a death park. One parks objective is to kill as many people as possible on your crazy rides whilst attracting a load of cash.
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    Post by inegames 5/16/2009, 12:47 am

    Also, you can make a death park. One parks objective is to kill as many people as possible on your crazy rides whilst attracting a load of cash.

    Now that is simply a brilliant Idea!! That is definitely going in!!

    I think I might write this stuff down so when i go to create It i have things to work off
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    Post by luke 5/16/2009, 10:03 am

    Very Happy that sounds like it's gonna be a cool game.

    I'd certainly play it! If you need any help, INE, you're in the right place Smile
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    Post by John 5/16/2009, 11:39 am

    ^.^ Thanks. If I get any more I'll tell you.
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    Post by inegames 5/29/2009, 8:18 am

    Hey, first problem now that I have started work on this.

    My physics that im using is based in two ways, either adding equations together, to get 1 standard equation that should give me the acceleration that I am trying to get. Or, by storing the various forces.

    Even my Physic's teacher agree's that this should work, but it just seems to not. The problem is, that if say the angle of the track is 45 degrees, your acceleration is say -7m/s/s, so in thereoy, the angle of a track going in the exact same way, just downwards instead it should 7m/s/s. (The negative refer's to whether it is going left or right, as it is still 2d. Actually, console Very Happy)

    But, instead it wil come out at around 6m/s/s.

    So, i worked around with it for a bit till i came up with an Alogorithm that specified that much correctly.

    But, now, the friction does not seem to be correctly applying, and as I am writing this i am seeing a way of changing my code.

    However, anyone got any ideas?
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    Post by SoulRed12 5/29/2009, 2:37 pm

    I don't know if this is causing any problems for you because I don't know your actual formula, but acceleration is actually in terms of m/s^2.

    What you probably want to do is give it a bit of gravity based on the angle, and apply the normal force from the track to restrict the gravity in the vertical direction (whereas the track would apply a force to keep the car on the track by resisting the horizontal part of the normal force).

    I don't remember the exact formulas from my physics course, but I know there was something about how the normal force and gravity interact to produce a sliding motion down ramps, and I *think* what I wrote was the basic idea...but I can't be sure. =p

    Don't be discouraged if you don't get this at first. Although the formulas can be the same, game physics are actually nothing like real life physics, because in real life objects are made up of curves and fuzz and squishy stuff, varying levels of hardness and friction, etc. Games are just made up of non-flexible pixels, and when they collide you have to choose whether to ignore it or to stop the object. You're basically telling the game to play God in a sense.

    I'd consider checking out some physics examples on the GMC or something, it might help you get going in the right direction if you're having a little trouble starting out.
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    Post by inegames 5/29/2009, 9:45 pm

    Well, i'm trying to achieve realistic physics at the moment...

    (Oh, and i do know its m/s^2, its just my way of writing it because it means the same thing)

    Right now im using these:
    Force Paralell to track: 9.8 * mass * sin(angle)
    Normal reaction force: 9.8 * mass * cos(angle)

    So, force net: 9.8 * mass * sin(angle) - 9.8 * mass * coefficient of friction * cos(angle)
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    Post by SoulRed12 5/29/2009, 9:56 pm

    You're friction isn't resistive, it's just negative. In other words, if the first term is negative, the second (friction) term will actually be making the force stronger rather than weaker. Your equation, I think, needs to be something like this:

    var f;
    f=9.8 * mass * sin(angle);
    forcenet=f-(sign(f) * 9.8 * mass * coefficient of friction * cos(angle));

    I *think* this was the problem...
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    Post by inegames 5/30/2009, 10:35 am

    Yeah, that does the same thing as my rewrite, except in a lot less lines!! Is sign() a function in C++?

    However, when i do write that, the two values are now of equal value, but the train keeps the same amount of energy regardless... However, when i get my concentration high enough i should be able to solve that problem myself Very Happy

    (I just worked 6 and half hours till midnight Very Happy)
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    Post by inegames 6/1/2009, 1:00 am

    Yay! Very Happy I solved the problem Razz

    Here's an example of it here:
    http://www.mediafire.com/download.php?i2wzznxqqtt

    That's Version 0.0.02b, here's version 0.0.02a:
    http://www.mediafire.com/download.php?jmzyduybkz3

    The only difference is that in part b its rotating, and i might have changed the Co-efficient of Friction, i can't remember Very Happy

    *EDIT* Ok, i definately changed the Co-efficient of Friction Very Happy

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