
This includes the presentation of the idea to gain support through content, physical, and monetary contributions as well as promotion of the project's release stream. Phase one covers our initial contact with major supporters/contributors. We have laid out a plan of action for this project and have broken it down into four phases: -Phase One: Initial Support and Outreach Advanced materials such as rippling water are one of the final engine components that will be put into place.THE SWITCHBACK Presents: THE SALUDA PROJECT Water rendering is still a long way off, as that system requires a fairly significant overhaul to move it from Jet to the new E2 material system. Implementing these systems will also bring the skybox, weather effects, and so on. This will require both engine work and also the implementation of our diurnal cycle and weather systems. Lighting is completely "hard coded" at this stage, meaning that it's configured by hand and does not respond to different conditions in the simulated world. In this case, we're missing the ability to blend multiple overlapping texture layers, so you're only seeing the most dominant texture at each location. This is primarily due to some missing configuration options in the ground material rendering, which is in turn due to the fact that this work is being undertaken before the underlying systems are complete. Things don't look pretty, but from the engineering perspective it's a massive step forward from the simple test-cases that we've been using during engine development.Īs you can probably see, ground texturing isn't quite working as it should.

It's important to realise that this is an actual TS12-compatible route (can you guess which one?) which we've downloaded from the Download Station. Now that the underlying engine is capable of supporting most of the features that we require for Trainz, progress is now more obvious.

The baseboards are also positioned correctly, although not all of them have loaded due to the incomplete state of the visibility system. In the next screenshot you can see that we've got simple scenery objects (trees, mostly) but nothing complex like splines or industries. Even at this early stage, we've fixed a few platform-specific bugs. We use a variety of platforms and hardware configurations for development which helps ensure that the product is well tested in different configurations. You'll notice that these screenshots are from the mac build our Engine lead developer primarily works on Windows whereas our Trainz lead developer uses MacOS X for day-to-day tasks. The heightmap and basic texture loading are both functional, but the texture coordinates are not yet reading correctly. The screenshot below shows our first usable terrain import.

While engine development continues, we're getting a headstart on porting the game environment from Jet to E2.
