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mirror of https://github.com/MaSzyna-EU07/maszyna.git synced 2026-07-18 00:49:19 +02:00
maj00r 1160bfecac Stream deferred visual nodes in camera-distance order (nearest first)
The progressive load previously streamed the deferred visual nodes (3d model
instances + terrain shapes/lines) in file order, so distant scenery could load
before the player's surroundings. This builds them nearest-camera first instead.

The visual pass now runs in two steps. Enumeration replays the twin and captures
each visual node verbatim (its resolved tokens as text -- numbers round-trip
losslessly through cParser) together with the transform/group context it was read
under and, for models, its transformed world position. Once the replay is
exhausted the records are sorted by squared distance to the camera (terrain shapes
first so the ground appears before the props on it), then built a budgeted slice
per frame through the normal node path with the captured transform and group
restored -- so placement, grouping and the per-cell instance buckets come out
identical to an in-order load.

Two supporting fixes make out-of-order/late insertion correct:
- a cell/section whose geometry was already baked (the renderer finalised it
  before a deferred node arrived) now appends the new shape/lines straight into
  its live geometry bank instead of merging into vertex-freed geometry, which
  would silently drop it; create_geometry() remembers the bank for every cell.
- events that bind to visual model instances (lights/animation/texture/visible)
  are deferred from InitEvents() to a new InitInstanceEvents() run after the
  visual nodes are built, so their target models exist when they initialise.

Verified on td.scn: playable ~2s, 540 deferred nodes enumerated and built
nearest-first ~0.5s later, no duplicate instances.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-23 17:11:39 +02:00
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2017-10-28 19:21:37 +02:00
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MaSzyna - Railway vehicle simulator

Website · Report an issue · Community Discord · MaSzyna on Steam · MaSzyna on Epic Games Store

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MaSzyna executable source code is licensed under the MPL 2.0 and comes with a large pack of free assets under a custom license.

Table of Contents

Getting Started

MaSzyna compiles and runs natively on Linux and Windows. Other platforms are not tested.

Heads-up
Our dev team is small; we keep improving the build process, but issues may still occur. If you get stuck, please ask on the official Discord server.

Prerequisites

For runtime requirements see Minimum Requirements.

1) Software (oldest tested in parentheses)

  • CMake (3.0)

  • make

  • A C++ compiler with C++14 support (we use some C++17 features, but older compilers may still work):

    • Windows: Visual Studio 2022

    • Linux: GCC (12.3.1)

Note: MinGW is currently not supported.

2) Libraries (oldest tested in parentheses)

3) Graphics API

  • OpenGL 3.0 or newer
  • DirectX 12 via NVRHI (optional, Windows only, for Better Renderer)

CMake flags

Flag Meaning
-DCMAKE_BUILD_TYPE=Debug Debug build
-DCMAKE_BUILD_TYPE=Release Release build
-DCMAKE_BUILD_TYPE=RelWithDebInfo Release build with debug symbols
-DWITH_BETTER_RENDERER=ON/OFF Enable/disable NVRHI-based renderer

Linux note: WITH_BETTER_RENDERER uses DirectX 12 through NVRHI and is not supported on Linux.

Windows

# Clone repository with submodules
git clone --recursive https://github.com/MaSzyna-EU07/maszyna.git

cd maszyna

# Init vcpkg
call setup.bat

# Create directory for CMake build files
mkdir build
cd build

# Generate CMake project (replace %CONFIG% with Debug/Release/RelWithDebInfo)
cmake .. -G "Visual Studio 17 2022" -A x64 -DCMAKE_BUILD_TYPE=%CONFIG%

# Build (replace %CONFIG% accordingly)
cmake --build . --config %CONFIG% --parallel

Linux

# Install dependencies (Fedora/RHEL family)
sudo dnf install -y \
  @development-tools \
  cmake \
  mesa-libGL-devel \
  glew-devel \
  glfw-devel \
  python2-devel \
  libpng-devel \
  openal-soft-devel \
  luajit-devel \
  libserialport-devel \
  libsndfile-devel \
  gcc \
  g++ \
  wayland-devel \
  wayland-protocols-devel \
  libxkbcommon-devel

# Clone repository with submodules
git clone --recursive https://github.com/MaSzyna-EU07/maszyna.git

cd maszyna

# Create directory for CMake build files
mkdir build
cd build

# Generate Makefiles (NVRHI is not supported on Linux)
cmake .. -DWITH_BETTER_RENDERER=OFF

# Compile using all cores
make -j"$(nproc)"

Tip (Ubuntu/Debian): Package names differ; install equivalent build-essential, libgl1-mesa-dev, libglew-dev, libglfw3-dev, python2-dev, libpng-dev, libopenal-dev, libluajit-5.1-dev, libserialport-dev, libsndfile1-dev, and Wayland/X11 dev packages as needed.

Installing

There is no make install yet. Copy the built executable to your MaSzyna installation manually.

  • Output directory: ./bin

  • File name format: eu07_YYYY-MM-DD_<commit>[_d]

    • YYYY-MM-DD build date

    • <commit> short commit hash

    • _d present in Debug builds

If you already have the MaSzyna assets, copy the executable to the install dir. Assets can be downloaded from eu07.pl.

Rainsted on Linux

If Rainsted (a thirdparty starter) fails to detect the executable under Linux, you can create a small wrapper script named eu07.exe:

#!/bin/sh
./eu07 "$1" "$2" "$3" "$4" "$5"

If detection still fails, padding the file (with comments) up to ~1MB may help.

Known Issues

  • GLFW linking On some systems you must provide the GLFW library path explicitly with -DGLFW3_LIBRARIES.

  • X11/Wayland linking order Linking order of X11 and related libs can matter.

  • NVRHI on Linux The NVRHI/"Better Renderer" path targets DirectX 12 and is currently unsupported on Linux.

Support

Minimum requirements

  • OS: Windows 10 64-bit
  • Processor: 2 core at least 2 GHz (e.g. Intel Core i3-2100 / AMD Athlon II X2)
  • RAM: 6 GB RAM
  • Graphics Card: supporting OpenGL 3.3 with at least 1GB VRAM
  • 150 GB of free disk space
  • Sound card supporting OpenAL with stereo
  • Optional COM ports for custom control panel setups.

License

Languages
C++ 66.9%
C 29.5%
HLSL 2.3%
GLSL 0.9%
CMake 0.4%