Well it currently took me 3 days of fast coding and wrapping things up. And i released the source just to be compiled and run.
Your coding style is somewhat difficult to follow
i will start to add comments tomorrow (there are some, but very very few
) and draw the class hierarchy (how everything is connected). Also the building (as in placing) systems are pushed inside the GameManager class and that's not the place from them.
also if you are referring to non-descriptive variable and function names, there are a few like nod1, nod2, nod3, nod4 that were written fast to test the idea of the algorithm. Since i barely finished it recently, i didn't had the time to rename them and add comments to them.
You can download the latest sources from the svn as they are now.
It will take me a day tomorrow to do these things, they were uploaded in a bit of a rush, so you should understand me
Also i need to draw some images to explain how the auto-fit works since it's hard to figure it out by your own and new coders and artists should understand how it works if they plan on adding new tracks.
I strongly suggest to first draw the overall project modules, design interfaces and then start coding somewhere.
That's the purpose of xxxManager classes.
Using ogre/plugins directly will make it impossible to, say, remove EditableTerrainManager if TiledTerrainManager comes around.
Well if you look closer the TerrainManager class wraps the ETM class.
If you want to remove ETM, simply replace the TerrainManager class in gameMgr and place the proper loading / saving functions where the TerrainManager had them inside the GameManager.
Anyhow - I am writing a document which will describe a TE engine architecture as I see it now. It is a culmination of about a month of thinking/making notes/discussing it with a fellow developer. Ill post it soonishly and we can discuss it on IRC or somewhere else.
We can compare it to my hierarchy after i draw it. I allready used it for a 3d RPG game and it's a clean code that can be modified anytime and anyhow.
Also, i'm not coding like that, i did that 3 years ago too
with my first ogre project. but i modified it when i rewrote the bloody game from scratch. You have that impression because, like i said, didn't had time to tidy the code up yet.
If you already want to make it freeform - try to play around with Ribbon Trails.
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not yet, since the base track pieces need to be scripted accordingly and then add the freeform design tool. Currently you can only place blocks piece by piece, the automatic linking on mouse trail will be added later.