freerails | multiplayer railway strategy/management game | Game Engine library

 by   Trilarion Java Version: railz2_0.4.0_2014 License: GPL-3.0

kandi X-RAY | freerails Summary

kandi X-RAY | freerails Summary

freerails is a Java library typically used in Gaming, Game Engine applications. freerails has no bugs, it has no vulnerabilities, it has build file available, it has a Strong Copyleft License and it has low support. You can download it from GitHub.

FreeRails is a real-time, multi player railway strategy & management game where players compete to build the most powerful railroad empire. It is based on the RailRoad Tycoon I and II games. It is written in Java and the code is released under the open source GPL-3.0 license. The project is currently in an intermediate state. It has a long development history. The goal is to finish the game with a modern 2D graphics style using JavaFx and a stable, efficient game engine with similar features to RailRoad I&II and worthy AI opponents, so it can be played single-player or multi-player.

            kandi-support Support

              freerails has a low active ecosystem.
              It has 28 star(s) with 4 fork(s). There are 4 watchers for this library.
              It had no major release in the last 12 months.
              There are 59 open issues and 11 have been closed. On average issues are closed in 82 days. There are no pull requests.
              It has a neutral sentiment in the developer community.
              The latest version of freerails is railz2_0.4.0_2014

            kandi-Quality Quality

              freerails has 0 bugs and 0 code smells.

            kandi-Security Security

              freerails has no vulnerabilities reported, and its dependent libraries have no vulnerabilities reported.
              freerails code analysis shows 0 unresolved vulnerabilities.
              There are 0 security hotspots that need review.

            kandi-License License

              freerails is licensed under the GPL-3.0 License. This license is Strong Copyleft.
              Strong Copyleft licenses enforce sharing, and you can use them when creating open source projects.

            kandi-Reuse Reuse

              freerails releases are available to install and integrate.
              Build file is available. You can build the component from source.
              Installation instructions are available. Examples and code snippets are not available.
              It has 25762 lines of code, 2271 functions and 414 files.
              It has medium code complexity. Code complexity directly impacts maintainability of the code.

            Top functions reviewed by kandi - BETA

            kandi has reviewed freerails and discovered the below as its top functions. This is intended to give you an instant insight into freerails implemented functionality, and help decide if they suit your requirements.
            • User pressed the next button
            • Creates a new world from the given map file
            • Start a game
            • Get the rotations for the trackBlueprints
            • Key is pressed
            • Cursor one or more track move
            • Move the cursor position to one tile
            • Cancel the proposed build
            • Paint the board
            • Generate the tiles files
            • Sets the proposed track
            • Creates a new tile renderer list based on the terrain types
            • Calculates the edge cost of this track
            • Called when an orders key pressed
            • Creates the game menu
            • Region > dragging
            • Initialize the components
            • Run the redraw thread
            • Draws the track color
            • Draws the background
            • Creates the display menu
            • Get the order renderer component
            • Paint all stations
            • Called when mouse is pressed
            • This method initializes gridCellRenders
            • Handles a property change event
            Get all kandi verified functions for this library.

            freerails Key Features

            No Key Features are available at this moment for freerails.

            freerails Examples and Code Snippets

            No Code Snippets are available at this moment for freerails.

            Community Discussions


            Unity 3'nd Person Controller Camera Acting Weird
            Asked 2022-Apr-08 at 23:22

            I'm very new in Unity and Stackowerflow. If i did something wrong, please don't judge me ^^ I used Unity's TPS Controller asset for my game. In first, it worked very well. But then It broke. But i didn't do anything :( (i don't even touch scripts or prefabs). After that, i deleted asset and re-download it but it didnt work again. Here is one example from my broken scene and these are the codes from my controller. Thanks For Any Kind of Help.

            Starter Assets Input ...


            Answered 2022-Apr-08 at 23:22

            I had the same problem too. I researched a lot of documents about that and finally, I solved this problem. The problem is not about your codes or events or smth else. The problem is related to Unity. I don't know the exact reason for the problem but you can solve it this way: First, go Edit > Project Settings and select Input System Package from the Left tab. And then, change the Update Method with Process Events In Dynamic Update. And that's all! Dynamic update means the usual Update method that you see in the scripts void Update().




            OpenTK doesn't render the color of my triangle
            Asked 2022-Apr-03 at 07:08

            I am learning to program a game engine which is why I followed a tutorial, with that tutorial I have gotten this far and even though my code is identical to theirs (theirs did work in the videos) its not working the way it is meant to. The triangle stays black no matter what. There is not any errors.

            Main Program Script:



            Answered 2022-Apr-03 at 07:08

            You actually assign the shader program to a local variable in the event callback function's scope. You need to assign it to the variable in scope of Main:



            How to create a first-person "space flight" camera
            Asked 2022-Mar-15 at 13:43

            I'm currently attempting to create a first-person space flight camera.

            First, allow me to define what I mean by that.

            Notice that I am currently using Row-Major matrices in my math library (meaning, the basis vectors in my 4x4 matrices are laid out in rows, and the affine translation part is in the fourth row). Hopefully this helps clarify the order in which I multiply my matrices.

            What I have so Far

            So far, I have successfully implemented a simple first-person camera view. The code for this is as follows:



            Answered 2022-Mar-02 at 23:15

            The problem is that two numbers, pitch and yaw, provide insufficient degrees of freedom to represent consistent free rotation behavior in space without any “horizon”. Two numbers can represent a look-direction vector but they cannot represent the third component of camera orientation, called roll (rotation about the “depth” axis of the screen). As a consequence, no matter how you implement the controls, you will find that in some orientations the camera rolls strangely, because the effect of trying to do the math with this information is that every frame the roll is picked/reconstructed based on the pitch and yaw.

            The minimal solution to this is to add a roll component to your camera state. However, this approach (“Euler angles”) is both tricky to compute with and has numerical stability issues (“gimbal lock”).

            Instead, you should represent your camera/player orientation as a quaternion, a mathematical structure that is good for representing arbitrary rotations. Quaternions are used somewhat like rotation matrices, but have fewer components; you'll multiply quaternions by quaternions to apply player input, and convert quaternions to matrices to render with.

            It is very common for general purpose game engines to use quaternions for describing objects' rotations. I haven't personally written quaternion camera code (yet!) but I'm sure the internet contains many examples and longer explanations you can work from.



            How do I make copies of a Node in Godot
            Asked 2022-Feb-19 at 01:11

            I'm new to Godot coming fresh from unity and I cant figure out how to duplicate an object/node. I've tried the duplicate function to no effect. My most recent attempts try to create child nodes with the same property as the parent. I cant seem to get anywhere, help would be appreciated. Here is my code that tries to create a child node:



            Answered 2022-Feb-19 at 01:11

            • The base node class is invisible (gray) so you cannot see if they were added or not. You can switch from the local to the remote tab in the scene tree while running to see only one invisible node added.
            • If you change the code to AddChild(copynode).Duplicate(); you can see it adds all 5 invisible nodes.



            Coming from OO languages to C, how can I avoid circular dependencies?
            Asked 2022-Feb-13 at 13:14

            When I say "Entity" below, I'm not specifically referring to anything relating to the ECS pattern, I just mean a general game entity.

            I'm trying my hand at game development in C, after having done previous game dev in TypeScript. I'm looking for a C idiomatic way to reuse a pattern with which I'm familiar: each tick, the game iterates through a list of entities, telling each one to update itself, then draw itself. Each entity knows how to update itself, but requires information about the game as a whole to make this update.



            Answered 2022-Feb-13 at 13:14

            Don't #include "entity.h" from game.h and vice versa. Just forward declare what you need a pointer to. Also add header guards if you haven't already.




            SpawnObject for ak(Clone) (UnityEngine.GameObject), NetworkServer is not active. Cannot spawn objects without an active server
            Asked 2022-Feb-10 at 07:54

            helloI'm making an object in Unity that gives players random weapons when they hover over it, but it always gives me this warning and doesn't create it.



            Answered 2022-Feb-10 at 07:54

            This is because of you are calling the spawn function from client. You should call it in server.



            Detecting if an enemy was shot by bullet
            Asked 2022-Feb-06 at 03:20

            I am trying to learn Godot by making a simple 2D shooter, but am running into a problem. I do not know how to detect if an enemy has been shot by a bullet. My bullets are Area2D nodes with a Sprite, and CollisionShape2D node attached. My enemies are KinematicBody2D nodes with a Sprite, and CollisionShape2D node attached. The enemy also has a timer attached, but that is not important.

            Here is the enemy code:



            Answered 2022-Feb-06 at 03:20

            On your _on_PlayerBullet_body_entered you a body that has a reference to whatever the Area2D collided with, you can use it to communicate with it.

            For example, you can call a method on it. Which could, of course could be queue_free:



            Phaser.js: How to get or remove all sprites in one scene
            Asked 2022-Jan-29 at 09:00

            I used to handle a group of sprites by push them into an array or sprite group which is build-in class in the Phaser. But I am seeking another simple way could get or remove all sprites in an scene. Does anyone have any idea to resolve this? Thanks a lot!



            Answered 2022-Jan-29 at 09:00

            The Scene has a property children (link to documentation)

            You can get all Sprites, with the command:



            Phaser3, Creating Rounded Rectangle, Not Staying Put Relative To Window
            Asked 2022-Jan-21 at 00:26

            I'm trying to create a scoreboard using phaser3. It creates the board when I do the following in create function:



            Answered 2022-Jan-21 at 00:26




            Ursina Python Engine: Lighting, Shadows And Bloom Effects
            Asked 2022-Jan-17 at 07:34

            I Am New To Ursana Engine And I Don't Know It Properly. But I Can Make Games In It. But The Problem Is That My Game Doesn't Have Any . So My Game Looks Dead.

            Is There Any Way To Make My Game Look Good Using In Ursana Engine?



            Answered 2021-Dec-11 at 20:32

            You have to add lights and also apply lit_with_shadows_shader to entities that will receive shadow.

            See more here:


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


            No vulnerabilities reported

            Install freerails

            The latest version is 0.4.1 released on January 2nd, 2018. It's a minor release. Direct download of FreeRails 0.4.1. For information how to play FreeRails see the FreeRails manual.
            The source code uses Gradle as build system which makes it independent of the choice of the IDE. Most IDEs can import Gradle based project easily, but you could also install Gradle and use it from the command line together with your favorite editor. Select Menu File/Import, Select Gradle/Existing Gradle Project, Select Next, Set Project root directory to the FreeRails local working directory, Select Finish. In the Gradle Tasks window execute task verification/check for running the tests and application/run for running the application. Make sure the Gradle support plugin is installed (Menu Tools/Plugins). Select Menu File/Open Project and select the FreeRails local working directory (should show the Gradle logo) and select Open Project. Run the project with F6 and test with Alt+F6. Select Import Project, select file build.gradle from the FreeRails local working directory (should show the Gradle logo), if not set, select "Use default gradle wrapper" and select a suitable Gradle JVM. Select Menu View/Tool Windows/Gradle and execute task verification/check for running the tests and application/run for running the application. Use the custom dictionary with Menu File/Settings and Editor/Spelling/Dictionaries and add file /docs/dictionary/freerails.dic from the FreeRails local working directory.


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