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Sunset Harbor Dev Diary #2a

Greetings fellow city-builders and welcome to another Sunset Harbor Dev Diary! Ever since Cities: Skylines was released, we have received hundreds of requests for one specific feature: Trolleybuses! And to go along with every one of those requests, vivid debates took place within the community about whether or not trolleybuses are too hard to implement, if the feature is too niche or if they actually ever even read the suggestions posted on the forums. Let us assure you that we are indeed constantly listening, and every single idea is considered when we are deciding what to do next! Also, we are just as enthusiastic about public transport as you are, and you would have to be very creative to suggest something that we would consider to be too niche The reason trolleybuses have never been added is their technical complexity. Trolleybuses are basically trackless trams: electrical buses that draw their power from overhead wires. Unlike trams, they utilize two wires and two trolley poles to complete the electrical circuit. And like a normal bus, a trolleybus is able to change lanes and stop on the side of the road. As the bus is moving, its poles rotate and tilt to stay attached to the wires. In the game as well as in reality, the trolley poles are the most tricky part of the whole system. We are glad to inform you that we have managed to overcome the technical challenges, so Trolleybuses will finally be available in Cities: Skylines Sunset Harbor!
They are finally here! The trolleybus system in Cities: Skylines Sunset Harbor consists of four components:

  • Trolleybus Depot
  • Trolleybus Roads
  • Trolleybus Stops
  • Trolleybus Vehicle
To get started with trolleybuses, you first place a Trolleybus Depot. After that, you can place Trolleybus Roads and create Trolleybus Lines with roadside stops. Your depot will then send out trolleybuses to operate the lines. It is important to remember that the trolley poles must be attached to the wires at all times, so your Trolleybus Depot and your Trolleybus Lines must be connected by Trolleybus Roads as well!
Trolleybus Depot sending out new trolleybuses.
Taking passengers over the river. Thats the easy part! In the second part of this Dev Diary, we would like to shed light on what we did to make the trolley poles behave realistically. Unlike other diary entries, this one will be slightly more technical. Even if you are not that math and geometry savvy, we still hope you enjoy this inside look!

The Wire


Lets take a closer look at the roads! On every road segment, you will find three catenary masts: One at the start, one in the middle and one at the end. The electrical wires span the masts, and with some mathematical calculations we can find out the start and end coordinate of each wire section. Lets call them
and
(using a small arrow to mark them as 3D vectors). A mathematical formula to define the line of the wire would be
with
and
When the bus is on the road segment, we want its pole to connect to the overhead wire defined by the mathematical formula above.
is the coordinate where the pole is attached to the wire.

The Trolleybus


The game knows how the bus is positioned and rotated in the world, and from that it is possible to calculate the coordinate where the trolley pole is attached to the bus. Lets call it
! The trolley pole is made of sturdy metal, so it cannot stretch. That means the distance between the coordinate where the pole is attached to the bus (
) and the coordinate where the pole is attached to the wire (
) must always be equal to the length of the pole. Lets call it and define this formula to take that into account:

The Equation System


By inserting the first formula into the second one, we end up with a single equation with a single unknown variable c :
With a few tricks we can transform it into a quadratic equation: Step 1:
with
Step 2:
Step 3:
Step 4:
Step 5:
We can use the quadratic formula to solve the equation. We will get zero, one or two values for c :
Note that there will be no solutions if the part in the square root is negative (which happens if the wire is too far away from the bus). Note that the solutions for c calculated by this formula could also be out of range (
), so we have to check that as well.

Choosing the Right Position


By inserting
and
into our wire formula
, we can calculate two theoretical pole-wire-attachment coordinates
and
. One will be above the front part and the other above the back of the bus:
As the pole of a trolleybus is typically facing backwards, we need to find out which of the two positions is the correct one. Havent had enough of vectors yet? Lets define a few more:

  • - the direction vector of the bus (points into driving direction)

  • - direction the pole would face if it was attached at
    (points from
    to
    )

  • - direction the pole would face if it was attached at
    (points from
    to
    )
Using the dot product, we can easily find out if
and one of the pole vectors are facing into about the same direction (> 0) or the opposite direction (< 0). We are specifically looking for the pole vector that faces in the opposite direction of
, so our conditions would look like this:

  • - If that condition is true,
    is the correct pole-wire-attachment coordinate.

  • - If that condition is true,
    is the correct pole-wire-attachment coordinate.

Rendering the Trolley Poles


Uh, that was a lot of math! Now that we know where the pole is attached on the bus (
) and where the pole is attached to the wire (either
or
), it is possible to render the pole in the correct position and rotation. As we learned, a trolleybus has two poles (otherwise the electrical circuit would be incomplete), so we will just repeat the same steps to draw the second pole. And now you know what kind of stuff goes on behind the scenes to render the poles! Of course, in order to make trolleybuses realistic, this was just one small portion of the overall work that was needed!
The last shift of the evening. Once again, we've reached the end of a Dev Diary. We hope that you liked this insight into the development of Cities: Skylines and that we didnt scare you with all the formulas! Gotta say, the end result is really mesmerizing. We could just watch the buses circle around for hours! What do you guys think about the trolleybuses? Until next time, city-builders! Your Colossal Order dev team


[ 2020-03-21 15:30:54 CET ] [ Original post ]

Cities: Skylines
Colossal Order Ltd. Developer
Paradox Interactive Publisher
2015-03-10 Release
GameBillet: 24.87 €
Game News Posts: 323
🎹🖱️Keyboard + Mouse
🕹️ Partial Controller Support
Very Positive (198731 reviews)
The Game includes VR Support
Public Linux Depots:
  • Cities: Skylines Linux [4.74 G]
  • Cities: Skylines - Station1 Linux [238.36 M]
  • Cities: Skylines - Station2 Linux [210.94 M]
  • Cities: Skylines - Event Linux [181.41 M]
  • Cities: Skylines - AppID1 Linux [58.87 M]
  • Cities: Skylines - AppID2 Linux [213.55 M]
  • Cities: Skylines - CRR Linux [192.45 M]
  • Cities: Skylines - Synthetic Dawn Radio Linux [200.87 M]
  • Cities: Skylines - Radio Station 6 Linux [77.75 M]
  • Cities: Skylines - Radio Station 7 Linux [63.88 M]
  • Cities: Skylines - Chocolate Linux [66.13 M]
  • Cities: Skylines - Cookies Linux [84.04 M]
  • Cities: Skylines - Hawk Linux [70.18 M]
  • Cities: Skylines - Breeze Linux [68.1 M]
  • Cities: Skylines - Jelly Linux [73.95 M]
  • Cities: Skylines - Brass Linux [65.07 M]
  • Cities: Skylines - Cotton-Candy Linux [68.19 M]
  • Cities: Skylines - Splooshies Linux [75.73 M]
  • Cities: Skylines - Milkyway Linux [62.69 M]
  • Cities: Skylines - RA Linux [78.51 M]
  • [64.28 M]
  • [73.51 M]
  • [72.1 M]
  • [69.41 M]
  • [69.43 M]
Available DLCs:
  • Cities: Skylines - After Dark
  • Cities: Skylines - Snowfall
  • Cities: Skylines - Match Day
  • Cities: Skylines - Content Creator Pack: Art Deco
  • Cities: Skylines - Natural Disasters
  • Cities: Skylines - Content Creator Pack: High-Tech Buildings
  • Cities: Skylines - Relaxation Station
  • Cities: Skylines - Mass Transit
  • Cities: Skylines - Pearls From the East
  • Cities: Skylines - Green Cities
  • Cities: Skylines - Concerts
  • Cities: Skylines - Rock City Radio
  • Cities: Skylines - Content Creator Pack: European Suburbia
  • Cities: Skylines - Parklife
  • Cities: Skylines - Carols, Candles and Candy
  • Cities: Skylines - All That Jazz
  • Cities: Skylines - Industries
  • Cities: Skylines - Country Road Radio
  • Cities: Skylines - Synthetic Dawn Radio
  • Cities: Skylines - Campus
  • Cities: Skylines - Content Creator Pack: University City
  • Cities: Skylines - Deep Focus Radio
  • Cities: Skylines - Campus Radio
  • Cities: Skylines - Sunset Harbor
  • Cities: Skylines - Content Creator Pack: Modern City Center
  • Cities: Skylines - Downtown Radio
  • Cities: Skylines - Content Creator Pack: Modern Japan
  • Cities: Skylines - Coast to Coast Radio
  • Cities: Skylines - Content Creator Pack: Train Stations
  • Cities: Skylines - Content Creator Pack: Bridges & Piers
  • Cities: Skylines - Rail Hawk Radio
  • Cities: Skylines - Sunny Breeze Radio
  • Cities: Skylines - Airports
  • Cities: Skylines - Content Creator Pack: Vehicles of the World
  • Cities: Skylines - Content Creator Pack: Map Pack
  • Cities: Skylines - On Air Radio
  • Cities: Skylines - Calm The Mind Radio
  • Cities: Skylines - Content Creator Pack: Mid-Century Modern
  • Cities: Skylines - Content Creator Pack: Seaside Resorts
  • Cities: Skylines - Shoreline Radio
  • Cities: Skylines - Paradise Radio
  • Cities: Skylines - Plazas & Promenades
  • Cities: Skylines - Content Creator Pack: Heart of Korea
  • Cities: Skylines - Content Creator Pack: Skyscrapers
  • Cities: Skylines - K-pop Station
  • Cities: Skylines - 80's Downtown Beat
  • Cities: Skylines - Financial Districts
  • Cities: Skylines - Content Creator Pack: Map Pack 2
  • Cities: Skylines - African Vibes
  • Cities: Skylines - Content Creator Pack: Africa in Miniature
  • Cities: Skylines - JADIA Radio
  • Cities: Skylines - Content Creator Pack: Sports Venues
Cities: Skylines is a modern take on the classic city simulation. The game introduces new game play elements to realize the thrill and hardships of creating and maintaining a real city whilst expanding on some well-established tropes of the city building experience.
 
From the makers of the Cities in Motion franchise, the game boasts a fully realized transport system. It also includes the ability to mod the game to suit your play style as a fine counter balance to the layered and challenging simulation. You’re only limited by your imagination, so take control and reach for the sky!


Main features:

Multi-tiered and challenging simulation: Constructing your city from the ground up is easy to learn, but hard to master. Playing as the mayor of your city you’ll be faced with balancing essential requirements such as education, water electricity, police, fire fighting, healthcare and much more along with your citys real economy system. Citizens within your city react fluidly, with gravitas and with an air of authenticity to a multitude of game play scenarios.


Extensive local traffic simulation: Colossal Orders extensive experience developing the Cities in Motion series is fully utilized in a fully fleshed out and well-crafted


Districts and Policies: Be more than just an administrator from city hall. Designating parts of your city as a district results in the application of policies which results in you rising to the status of Mayor for your own city.


Utilize the Day and Night Cycle:
The city changes during the hours of the day and affects citizen schedules. Traffic is visibly slower at night and some zoned areas do not work with full efficiency. This expansion will put you in control of managing the different aspects of the day and night cycles.

Extensive modding support: Build or improve on existing maps and structures. You can then import them into the game, share them as well as download the creations of other city builders on the Steam workshop.

MINIMAL SETUP
  • OS: Ubuntu 12.04 (64-bit)
  • Processor: Intel Core 2 Duo. 3.0GHz or AMD Athlon 64 X2 6400+. 3.2GHzMemory: 6 GB RAM
  • Memory: 6 GB RAM
  • Graphics: nVIDIA GeForce GTX 260. 512 MB or ATI Radeon HD 5670. 512 MB (Does not support Intel Integrated Graphics Cards)Network: Broadband Internet connection
  • Storage: 4 GB available space
RECOMMENDED SETUP
  • OS: Ubuntu 14.10 (64-bit)
  • Processor: Intel Core i5-3470. 3.20GHz or AMD FX-6300. 3.5GhzMemory: 8 GB RAM
  • Memory: 8 GB RAM
  • Graphics: nVIDIA GeForce GTX 660. 2 GB or AMD Radeon HD 7870. 2 GB (Does not support Intel Integrated Graphics Cards)Network: Broadband Internet connection
  • Storage: 4 GB available space
GAMEBILLET

[ 6133 ]

50.39$ (16%)
33.08$ (34%)
13.79$ (8%)
1.41$ (93%)
20.99$ (16%)
25.34$ (37%)
16.99$ (15%)
0.81$ (92%)
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12.42$ (17%)
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14.27$ (16%)
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13.39$ (33%)
19.97$ (20%)
3.25$ (75%)
2.64$ (82%)
1.26$ (87%)
9.89$ (1%)
3.39$ (66%)
29.56$ (16%)
21.99$ (12%)
22.24$ (11%)
10.78$ (17%)
16.79$ (16%)
4.44$ (11%)
16.79$ (16%)
16.97$ (15%)
25.19$ (16%)
17.79$ (11%)
GAMERSGATE

[ 2120 ]

1.88$ (62%)
0.9$ (92%)
0.75$ (85%)
27.99$ (30%)
4.5$ (70%)
25.64$ (15%)
2.36$ (66%)
3.0$ (85%)
2.25$ (85%)
5.63$ (81%)
3.0$ (85%)
3.6$ (82%)
4.5$ (85%)
7.5$ (75%)
0.99$ (50%)
2.0$ (80%)
2.25$ (89%)
0.58$ (92%)
3.75$ (75%)
14.99$ (50%)
4.5$ (85%)
1.5$ (81%)
3.2$ (80%)
18.89$ (46%)
0.58$ (92%)
4.5$ (85%)
3.56$ (82%)
2.7$ (91%)
5.0$ (90%)
1.31$ (81%)

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