A switch (rozjazd) is a relation on a through niweleta, not a niweleta - the through track is never split. It marks the theoretical point on the through centreline; two tangent lines cross there (the through heading and that heading turned by the crossing mark 1:n), and the internal diverging curve is fitted to round the corner between them, reusing the same GapFitter the gap fits go through. So the curve is free: a plain arc, or a łuk koszowy right inside the switch. The theoretical tangent lengths and the curve length follow from it and are read off, not set. The branch niweleta's leaving straight is now locked to the frog: it starts at the frog and runs along the frog heading every solve, only its length is the user's. That enforces tangency no matter what is drawn, and because the first straight is pinned tangent, any fit in the branch's first gap - including a basket - meets the switch tangentially by construction. solve_layout solves the niwelety and the switches together in two passes: solve, read each frog, pin the branches, solve again. Switches serialize as an ejuncs / ejunc section; older files without it still load. Typical Polish turnouts (rozjazdy zwyczajne) are offered as templates that set the crossing mark and radius together; the length each spans is computed from them (arc = R*atan(1/n)) and shown, so how long the switch is is known.
MaSzyna - Railway vehicle simulator
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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)
Note: MinGW is currently not supported.
2) Libraries (oldest tested in parentheses)
-
GLFW 3.x (3.2.1)
If a link error occurs, pass-DGLFW3_LIBRARIES="<path>"to CMake. -
GLM (0.9.9.0)
-
libserialport (0.1.1)
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libsndfile (1.0.28)
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LuaJIT (2.0.5)
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GLEW (2.1.0)
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libpng (1.6.34)
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OpenAL (1.18.2)
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pthread
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Python 3.14 (64-bit; headers and import library required for embedding)
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Asio (1.12)
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 |
-DPython3_ROOT_DIR=<path> |
Root of the Python 3.14 install on Windows (python.exe, Lib, DLLs) for embed/copy steps; on Linux, optional if CMake picks the wrong interpreter |
Linux note:
WITH_BETTER_RENDERERuses DirectX 12 through NVRHI and is not supported on Linux.
Windows
Install Python 3.14 x64 from python.org and include the optional Python native development feature (headers and .lib for embedding). Pass -DPython3_ROOT_DIR="C:\Path\To\Python314" on the cmake line when you want the layout under that directory used for embedding and for copying Lib / DLLs next to the executable.
AppVeyor CI builds with the worker image’s preinstalled Python at C:/Python314-x64 (see appveyor.yml: -DPython3_ROOT_DIR=...).
# 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 \
python3.14-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,python3.14-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 third‑party 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 ~1 MB 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
-
Official Discord Server: https://discord.gg/qAh9ctWPQv
-
Project page: https://eu07.pl/
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
-
Source code: MPL 2.0
-
Assets: Custom license
