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Article #28052

Re: A Couple of Locomotion Questions

#28052
From: Marcin Grzegorczyk
Date: Thu, 28 Oct 2004 12:29
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Mike Humberston wrote:
>>>[...]
>>>So my questions are, for Locomotion, has Chris Sawyer bothered to
>>>take some time to research and implement algorithms which:
>>>1. result in sensible computer controlled company track layouts?
>>>2. get trains from starting point to destination without any
>>>possibility of them getting lost en route?
> [...]
> Should I take that to mean no?  If so then that is a pity as
> doing both those things is not particularly difficult.

I'm curious what routing algorithm you would choose.  Granted, TTD's 
routing is not particularly smart, but the requirements are pretty 
specific: the algorithm must work in real time (it's called every time a 
train arrives at a junction, so that trains don't get stuck if the 
network is modified by the player) and require very little permanent 
storage (as opposed to temporary, which isn't a problem).  And don't 
forget that the game was designed to run on a 386.

(This doesn't mean I have no idea how to improve the existing algorithm, 
I'd probably have this already done if I weren't so busy on my PhD 
stuff.  I've no idea how to design better routing from scratch, though.)

-- 
Marcin Grzegorczyk
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From: Marcin Grzegorczyk <mgrzegor@poczta.onet.pl>
Newsgroups: alt.games.microprose.transport-tyc
Subject: Re: A Couple of Locomotion Questions
Date: Thu, 28 Oct 2004 14:29:54 +0200
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