Re: Implementing Real World Maps in our software and games

2019-01-02 Thread AudioGames . net Forum — Developers room : SLJ via Audiogames-reflector


  


Re: Implementing Real World Maps in our software and games

Oh. Sorry for my mistake. 

URL: http://forum.audiogames.net/post/402669/#p402669




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Re: Implementing Real World Maps in our software and games

2018-12-31 Thread AudioGames . net Forum — Developers room : stefan_ilioaica via Audiogames-reflector


  


Re: Implementing Real World Maps in our software and games

@SLJ, I'm not the developer of Eurofly, This is another Stefan, and we're both from different countries, altough we live on the same continent.If I were that Stefan, I wouldn't have asked this on here. lol

URL: http://forum.audiogames.net/post/402198/#p402198




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Re: Implementing Real World Maps in our software and games

2018-12-30 Thread AudioGames . net Forum — Developers room : tomecki via Audiogames-reflector


  


Re: Implementing Real World Maps in our software and games

I thing that OSM is most universal resource but not the best for all. Train ways has it's own signals, infrastructure which is not been available in Open Street Map but if you can't make good simulator but something rather for entertainment it can be quite good.Remember, that we don't need graphical scenarios etc and we can get sounds from many stations for free from sites like freesound etc. Of course OSM and Freesound don't give everything needed to make good game or it's better than nothing.regaards from Poland and sorry for my english.

URL: http://forum.audiogames.net/post/402160/#p402160




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Re: Implementing Real World Maps in our software and games

2018-12-30 Thread AudioGames . net Forum — Developers room : SLJ via Audiogames-reflector


  


Re: Implementing Real World Maps in our software and games

jonikster wrote:SLJ, This is a good idea. But for such a game will need the Internet!stefan_ilioaica, Why don't you ask the developer Eurofly?You need the internet anyway to play online.You can just download the maps you want, if you need to play offline.If I'm not mistaken, stefan_ilioaica is the developer of Eurofly. I see no point in asking himself when he don't know the answer. 

URL: http://forum.audiogames.net/post/402093/#p402093




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Re: Implementing Real World Maps in our software and games

2018-12-30 Thread AudioGames . net Forum — Developers room : pitermach via Audiogames-reflector


  


Re: Implementing Real World Maps in our software and games

In the case of Eurofly, in actuality there isn't that much map data required as it only needs to know the sizes of the various towns you're passing and the coordinates of airports. In the case of a life or train simulator, the mapping data would be much larger as you'd need to store exact data on streets as well as points of interests which would take up gigabytes of space.If you really want to go this way, Open Streetmap is your best bet. The data may not be as detailed or accurate, but it's free. For other mapping services like Google or Bing, the API access is not free.All that being said I think the only case where using real world maps would make sense is if you're making a car or bus simulator, such a thing might even be quite cool or interesting. For train sims though, you'd be better off laying down the maps manually, which is how mainstream train simulators do it. This is because train tracks run differently to how streets do, but also this would allow you to add scenery like audio ambiences only in points that make sense. Even if you'd end up using an external mapping service you'd still need information on things like the specific train lines running through a location or where speed limits are enforced and this kind of information is not included in most map data as it's geared more towards other vehicles.

URL: http://forum.audiogames.net/post/401922/#p401922




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Re: Implementing Real World Maps in our software and games

2018-12-30 Thread AudioGames . net Forum — Developers room : jonikster via Audiogames-reflector


  


Re: Implementing Real World Maps in our software and games

SLJ, This is a good idea. But for such a game will need the Internet!stefan_ilioaica, Why don't you ask the developer Eurofly?

URL: http://forum.audiogames.net/post/401920/#p401920




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Re: Implementing Real World Maps in our software and games

2018-12-30 Thread AudioGames . net Forum — Developers room : SLJ via Audiogames-reflector


  


Re: Implementing Real World Maps in our software and games

Hi.That's an interesting question. Here is an idea which might be possible:Would it be possible to communicate with Google Earth or Google Maps to get an always up to date world map? If you can communicate directly with an online world map and get all the information from there, you might not need to have it in your own program.

URL: http://forum.audiogames.net/post/401909/#p401909




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Re: Implementing Real World Maps in our software and games

2018-12-29 Thread AudioGames . net Forum — Developers room : Taurus Fan via Audiogames-reflector


  


Re: Implementing Real World Maps in our software and games

That‘s a really good question.

URL: http://forum.audiogames.net/post/401663/#p401663




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Implementing Real World Maps in our software and games

2018-12-27 Thread AudioGames . net Forum — Developers room : stefan_ilioaica via Audiogames-reflector


  


Implementing Real World Maps in our software and games

Hi everyone,The topic might say it all, but I've been thinking I'd be nice to   develop a bit what I mean.Let's say that we want to build a life sim, a train sim or whatever involves the use of a real world map or anything similar.Let's take the train sim for example, which has been talked about in other topics.If you don't import any real maps, you'd have to build the tracks by yourself, station by station, city by city, so you have to add every new location manually.Look at Eurofly instead. With the geonames or Open Street Maps imported, all you have to do is to go to the X and Y coordinates, and as a developer you can set the wanted airport on that place. Also, if you wanna go from place X to place Y, the distance and everything is calculated automatically, since everything is already placed on the map and you don't have to add everything manually when you are coding.My question might sound a bit  too complicated, but still: How do you think implementing that geonames thing work? I mean, when you  import these geographic files into your software, do they look like a map already, with the distances between locations already calculated and so on? I'm asking this because if we look at Eurofly, we have the map of the entire world, and it's way too huge, with all the villages and towns, so it might be impossible for a developer to do all this.I'm really curious how this entire  thing work, and what do you think is better? Adding a map and then working on it, or adding the locations one by one, which it might be quite tricky in my opinion, especially if you wanna do a Train Sim for example, and you'd like to cover some specific countries etc.I hope I've explained it well.Thanks in advance

URL: http://forum.audiogames.net/post/401248/#p401248




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