OpenTTD | OpenTTD is an open source simulation game based upon Transport Tycoon Deluxe | Game Engine library

 by   OpenTTD C++ Version: 13.3 License: Non-SPDX

kandi X-RAY | OpenTTD Summary

kandi X-RAY | OpenTTD Summary

OpenTTD is a C++ library typically used in Gaming, Game Engine applications. OpenTTD has no bugs and it has medium support. However OpenTTD has 1 vulnerabilities and it has a Non-SPDX License. You can download it from GitHub.

OpenTTD is a transport simulation game based upon the popular game Transport Tycoon Deluxe, written by Chris Sawyer. It attempts to mimic the original game as closely as possible while extending it with new features. OpenTTD is licensed under the GNU General Public License version 2.0, but includes some 3rd party software under different licenses. See the section "Licensing" below for details.
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              OpenTTD has a medium active ecosystem.
              It has 4921 star(s) with 686 fork(s). There are 103 watchers for this library.
              There were 2 major release(s) in the last 12 months.
              There are 216 open issues and 7794 have been closed. On average issues are closed in 113 days. There are 94 open pull requests and 0 closed requests.
              It has a neutral sentiment in the developer community.
              The latest version of OpenTTD is 13.3

            kandi-Quality Quality

              OpenTTD has 0 bugs and 0 code smells.

            kandi-Security Security

              OpenTTD has 1 vulnerability issues reported (0 critical, 1 high, 0 medium, 0 low).
              OpenTTD code analysis shows 0 unresolved vulnerabilities.
              There are 0 security hotspots that need review.

            kandi-License License

              OpenTTD has a Non-SPDX License.
              Non-SPDX licenses can be open source with a non SPDX compliant license, or non open source licenses, and you need to review them closely before use.

            kandi-Reuse Reuse

              OpenTTD releases are available to install and integrate.
              It has 3089 lines of code, 0 functions and 6 files.
              It has low code complexity. Code complexity directly impacts maintainability of the code.

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            OpenTTD Key Features

            No Key Features are available at this moment for OpenTTD.

            OpenTTD Examples and Code Snippets

            No Code Snippets are available at this moment for OpenTTD.

            Community Discussions

            QUESTION

            How to efficiently/properly store a map of varying classes (all subtypes of a single superclass) for an isometric game?
            Asked 2019-Aug-13 at 22:03

            For the last few weeks, I've been trying to develop an isometric, tile-based tycoon-style crafting game in my spare time (and really only to see if I am capable) and I have run up against a design challenge that I am struggling with. I have successfully implemented ground tiles and drawing them, et cetera, using a Tile class (held inside a Map class), but I would like to now be able to add objects on top of tiles.

            I have been able to create and render objects (like a table) using a fairly clunky debug class, contained within the Map class as a std::map and giving Objects X/Y coordinates so the Map can render them in the right places. All of this, while maybe not being the best approach, works, until I try to subclass Objects to give them different functionality.

            I had (wrongly) assumed that I would be able to have some sort of heterogenous container for all objects on the map, which I could loop through and run object-type-specific logic during the game loop. I haven't fully scoped out the game yet, so at the moment I was just giving different objects different member variables - such as a container object that has a capacity, a heater object that has an energy rating, and so on. My first test was going to be to be able to place items on the map and then be able to query the sum of, say, all of the capacities of the container objects - just to make sure it works before moving on to the next step.

            I've been trying to use open source projects like OpenTTD and some of the Habbo Hotel emulators to figure all of this out, but to no avail. I'd love to hear what others would think the best way to approach this problem would be.

            I've experimented with dynamic_casting and using pointers in my map, but from other answers I've seen, this doesn't seem to be a particularly good way to do it. Should I be creating a pool of objects of the same type and then iterating over each pool during the game loop to keep things more simple?

            ...

            ANSWER

            Answered 2019-Aug-13 at 20:44

            Community Discussions, Code Snippets contain sources that include Stack Exchange Network

            Vulnerabilities

            No vulnerabilities reported

            Install OpenTTD

            You can download it from GitHub.

            Support

            OpenTTD has been ported to several platforms and operating systems.
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            CLONE
          • HTTPS

            https://github.com/OpenTTD/OpenTTD.git

          • CLI

            gh repo clone OpenTTD/OpenTTD

          • sshUrl

            git@github.com:OpenTTD/OpenTTD.git

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