Hey,
First of, let me say that normally I'd be posting more often then this, but my T1 line recently got fried, so until I can get a new one, I can only use this public access terminal. That being said, yes, I did actually make a sim. However, I stress that it is INCREDIBLY primitive. I work for a video game design firm called Green Light Development.
www.glightdev.com. I am the vice-lead-programmer you might say. It's a fairly new company that makes PC games (we're working on our first, an FPS, right now), so you probably never heard of them. So anyways, one day, while hard at work on the weapons system for that FPS, I was getting bored. I decided to just take a quick break and dive into programming a simple coaster sim. Thus, "Lightning Wheels" was born. I started making the menu, then got to the actual sim part, when I realized I had no idea how to go about doing this (why I started this topic)! Then I got these answers and started the sim.
I am programming it in DarkBASIC Professional.
www.darkbasicpro.com. If you can picture it, so far, this is what I have for the sim: the screen is a plain blue. Two long, thin, extended cylinders represent the track. A cube represents the coaster car. There is no editor so far, you just open up notepad, type in a sequence of numbers, then save it as "trackname.lwt". If I decide to continue the project, I will of course make a fully blown editor. For now, there are 7 numbers per line, seperated by colons. The first number is a special XYZ and Vector value that tells the sim the general location on the grid where that piece of track is. The second is the length of the piece of track if it were straight. The third is another special value expressing the angle/height-off-ground of control point 1. The fourth number expressing the same for control point 2. The fifth number expresses the distance of handle one from control point one. The sixth expresses the distance of handle two from control point two. The seventh expresses the distance of handle one from control point two. Finally, the eigth expresses the distance of handle two from control point two.
The sim then reads this file, and bends and positions the track cylinders to match the numbers in the file. The "train" (aka cube) then dispatches. Phisics are quite simple. Using a clever form of collision detection, the cube "sticks" to the track, and slides along it. As it heads in a downwards motion, towards the base graph, it will accelerate, and vice versa. There is also a slight friction applied to the train, but other then that, no real phisics.
At this point, I am still deciding whether or not to continue this project. If I do, I will put together a small team to assist with graphics and soudns etc. Hopefully my description convinced you, but if not, I will try to post some screens ASAP. Also, just incase I do continue Lightning Wheels, give me your input! The point of me making this would be to make it the best out there, so I want YOUR ideas on what makes a good coaster sim.
Thanks,
Nick Small.
Edit: By the way, it took me $20 to write that cause I'm on a public access terminal and all[:p]