[ARCHIVE] SimAntics & World Development

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As promised, here is a video of the current state of routing in PD. Things are still a little rough - but this is a huge step in the right direction!


There are still a few problems. I still need to make the turn to face the final direction with an animation instead of snapping - there are still some facing direction bugs with doors and the performance is really bad in certain cases. The routing is also very fragile - I haven't thoroughly tested failure conditions and right now the global failure trees are not called even when the flag is set.

There is a small case where if you place down walls that don't create any room boundaries you will be able to walk right through them. That'll need fixing too. :p
 
Excellent progress, Rhys! This project has really come a long way from the simple hype that TSR bragged about to actual, working, demos that are equal to or better then the original game.
 
As promised, here is a video of the current state of routing in PD. Things are still a little rough - but this is a huge step in the right direction!


There are still a few problems. I still need to make the turn to face the final direction with an animation instead of snapping - there are still some facing direction bugs with doors and the performance is really bad in certain cases. The routing is also very fragile - I haven't thoroughly tested failure conditions and right now the global failure trees are not called even when the flag is set.

There is a small case where if you place down walls that don't create any room boundaries you will be able to walk right through them. That'll need fixing too. :p


OMG i just can't wait to try that out :D!
Btw i am still following this project and checking it every week.
I wish i could help you devs .
 
Good work for the progress with slots, now i will ask, how the second floor level (in the world) will affect the actual house rendering and slots usage....
 
The slots will work the same, but on another floor. The rendering engine will work mostly the same, but the second floor will (obviously) have to be drawn with an xyz offset to render the depth correctly (no depth atm), and the floor rendering will probably need to be changed entirely. Right now a lot of things assume that the object is on the first floor, but I've marked most of these places with comments so that I can find them easily when we do implement it.

The only special interaction between floors are multi-storey objects like stairs, and their slots.
 
Yeah, the system will be scalable. We'll be on a hard limit of 32768 normal objects though, and 65536 rooms, as these need to be addressable in 16 bits. The negative address space in object id will be used for ghost objects, eg. ones that haven't been placed yet.

The room limit places a max lot size limit on us of about 64*64 * 16 floors, which should be enough for anything ever.
 
I am so happy if it will be playable again ^^
If it finish complete and it works, we need to advertise for PD ^^
 
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Had to rebase RadianDirection to start at North = 0. Obviously I forgot to change something. :)
 
liinor, please remove your list where everyone can see the banned players, Some wouldnt like that they IP are listed there
 
liinor, please remove your list where everyone can see the banned players, Some wouldnt like that they IP are listed there
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And NO! I'm not going to delete it unless Afr0 says that I'm not allowed to link these kind of links on these forums.
 
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I have a feeling the real game uses a complex graph for routing that it builds using an arrangement of object rectangles which are modified by the object's "footprint mask", which defines insets into the object's collision bounds from the 4 cardinal directions. Implementing this will be incredibly tricky, but admittedly it's not a priority right now.

Can anyone with the original Sims 1 on hand record a video of the "draw routes" cheat active, routing the sim through multiple rooms and through a lot of dining chairs placed in a square? (to test objects with insets that let you walk past them)
 
Can anyone with the original Sims 1 on hand record a video of the "draw routes" cheat active, routing the sim through multiple rooms and through a lot of dining chairs placed in a square? (to test objects with insets that let you walk past them)
I've turned the cheat on but I'm not getting anything.
 
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