August 12 2025 build

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Revision as of 09:32, 12 August 2025 by Elevator1512 (talk | contribs) (Created page with "{{OB}}{{db}} This build has a big new feature, the support for planets and also interplanetary sim engines, mostly as a replacement for the existing ground system. It has some bugs which are still being worked out, I might need some help in figuring out some of them. Right now the earth has a simple grass texture on it, we need to find a good earth texture to use. This also has support for advanced PolyMesh shapes, which are general shapes that are part of the sim engine...")
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This is an official build of Skyscraper, made by eventhorizon.
It contains only the files in SVN, and can be safely downloaded to your computer.
This article describes a development build of Skyscraper Simulator.
It contains good information related to Skyscraper Simulator.

This build has a big new feature, the support for planets and also interplanetary sim engines, mostly as a replacement for the existing ground system. It has some bugs which are still being worked out, I might need some help in figuring out some of them. Right now the earth has a simple grass texture on it, we need to find a good earth texture to use. This also has support for advanced PolyMesh shapes, which are general shapes that are part of the sim engine, and can be cut among other things. They should be much easier to use than the Primitives system (OgreProcedural). VM has a new Monitor system, which currently manages the solar system and planets, in the future it might manage movement of the sim engines. Sim engine types are now supported, by the "Type" parameter in the Globals section. The Cut function has been placed with one that is aware of the texture mapping, so we need to make sure cuts and associated things (like filler walls) are being done properly. The sim engine's parent is now listed in the Engine Manager window. Sim engines now are able to calculate their own bounds and use it, if they don't have a bounds specified (0, 0, 0). This should make it much easier to place buildings in a city map, since you won't have to manually determine the engine bounds anymore. Sim engines can now be reset in the Engine Manager window, this will reset the building's state (floors enabled, etc) and also will reset the script interpreter for now.

SBS PolyMesh shape types:

  1. Sphere
  2. Box
  3. Cylinder
  4. Cone
  5. Capsule
  6. Plane
  7. Circle
  8. Torus
  9. Dome
  10. Pyramid
  11. Prism
  12. Tetrahedron
  13. Octahedron
  14. Icosahedron
  15. Geosphere

Bugs so far:

  1. Westin Tranquility City PG has broken cuts, also WMC parking garage
  2. City Demo starts up in TC, not outside
  3. Cancelling load doesn't return to the main menu

That first bug, the cuts being broken, is something I might need help from others in diagnosing. I've spent hours trying to fix it, but still can't figure out what's going on in the code.

Changelog:

  1. SBS: Added GetMemoryUsage() texture function
  2. added Planet support as a replacement for the Ground system
  3. PolyMesh: added 'inside' parameter to shape functions, which determines if the outside or inside of the shape should be drawn
  4. PolyMesh: shapes now support DrawWalls setting
  5. VM: add Monitor system
  6. VM: have monitor load default state for primary engine
  7. Added Earth building file
  8. VM: have monitor load sol.bld
  9. VM: added engine type parameter
  10. VM: added monitor system runloop
  11. VM: Added IsRootLoaded() function
  12. VM: added sim engine load queue, for delaying building and city loads until after system engines
  13. Added sim engine types, and added type display to Engine Manager
  14. Added parent display to Engine Manager window, and added automatic planet parenting code
  15. VM: wait until system is finished loading before loading startup building
  16. VM: added CancelShutdown() function
  17. VM: clean up Monitor system on simulator unload
  18. Frontend: don't continue Start() procedure if engine loads are still pending
  19. Added bounds to Ground building
  20. Frontend: only attach camera on startup if not a system engine
  21. Frontend: only finish startup if all engines have finished loading
  22. Frontend: only show progress dialog after system engines have loaded
  23. VM: only have engine context cut outside boundaries on start, if not a system engine
  24. PolyMesh: reworked Cut function to properly support shapes
  25. PolyMesh: added SplitWithPlaneUV() function
  26. PolyMesh: added new AddPolygonSet function
  27. City Demo: moved Triton Center to buildings section, and added ground
  28. VM: report on active engine switch
  29. Removed unneeded Cameras parameter to Start() functions
  30. VM: added first_attach state
  31. Have each sim engine calculate it's own bounds, and apply if no bounds value is specified
  32. VM: cut parent engine after engine start, not before, to support the new engine auto-bounds feature
  33. VM: added Reset() engine context function, to reset the related SBS engine and script processor
  34. City Simulation: update WTC filename
  35. City Simulation: added Convention Center
  36. City Simulation: added ground and bounds
  37. VMConsole: fixed a potential divide-by-zero in ps command
  38. City Simulation: update to match new City Demo structure

See also

External links