Transport Fever 2

Transport Fever 2

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RamblingRob Dec 10, 2019 @ 7:09am
Does this run in the cities skyline engine?
It looks a lot like the paradox engine (i think it's their engine). The layout is so similiar. I just found out about this game and i'm very excited.
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Showing 1-13 of 13 comments
killakanz Dec 10, 2019 @ 7:23am 
No. The Train Fever/Transport Fever series runs in it's own engine developed by Urban games.
RamblingRob Dec 10, 2019 @ 7:45am 
It looks really good. I'm pumped for this game.
Wool Dec 10, 2019 @ 8:08am 
Just so you know: city skylines actually uses the Unity Engine, which is not made by paradox.

This game indeed uses an in-house engine developed by Urban Games.
RamblingRob Dec 10, 2019 @ 9:11am 
Originally posted by Oesterseks Wolboer:
Just so you know: city skylines actually uses the Unity Engine, which is not made by paradox.

This game indeed uses an in-house engine developed by Urban Games.

Oh, i thought it was using paradox engine because it has a lot in common with it (especially the stop pause and fast forward part).
viranto Dec 10, 2019 @ 2:41pm 
And look at the graphic. Transpot fever looks in the zoom a lot, a lot better than skylines. But skylines is much complexer management game. This here is more a train management game.
Svip Dec 10, 2019 @ 3:03pm 
The Paradox engine is called 'Clausewitz' and used for their grand strategy games, which has been built in-house. Cities: Skylines is developed by Colossal Order, and is merely published by Paradox, which engine is an extension of the work they did for Cities in Motion 2, which is a modified Unity Engine. Fun fact: The engine for Cities in Motion 1 was apparently built in-house by Colossal Order. Which is why CiM1 and CiM2 are so different in appearance.

Also, many real time game engines have pause and fast forward systems. Most construction games do, I'd imagine. I can't think of one that doesn't at this junction.
Last edited by Svip; Dec 10, 2019 @ 3:03pm
OzWally Dec 10, 2019 @ 9:21pm 
I really like CiM 1.
Dreepa Mar 31, 2022 @ 7:36am 
I would say it is very very likely that both game use the same code in some areas of the program. Either through reverse engineering Cities Skylines, by buying stuff from Collosal Games (b2b relations) or by having unity code packages shared.

The specific nuances in mesh behavior, and even some bugs/annoyances are identical.
Tsubame ⭐ Mar 31, 2022 @ 10:45am 
Originally posted by Dreepa:
I would say it is very very likely that both game use the same code in some areas of the program. Either through reverse engineering Cities Skylines, by buying stuff from Collosal Games (b2b relations) or by having unity code packages shared.

The specific nuances in mesh behavior, and even some bugs/annoyances are identical.

No, Cities Skylines uses Unity, Transport Fever 2 uses its own engine, which are upgrades from its earlier predecessors, the first of which was released in 2014, before in fact Cities Skylines, which was released in 2015.

I will take TpF 2 engine over Cities Skylines any day.
Dreepa Mar 31, 2022 @ 11:33am 
Originally posted by ⭐ Tsubame:
Originally posted by Dreepa:
I would say it is very very likely that both game use the same code in some areas of the program. Either through reverse engineering Cities Skylines, by buying stuff from Collosal Games (b2b relations) or by having unity code packages shared.

The specific nuances in mesh behavior, and even some bugs/annoyances are identical.

No, Cities Skylines uses Unity, Transport Fever 2 uses its own engine, which are upgrades from its earlier predecessors, the first of which was released in 2014, before in fact Cities Skylines, which was released in 2015.

I will take TpF 2 engine over Cities Skylines any day.

You can have your own engine and copy pasta too. It's literally millions of lines of code.

Engines are not unique, they use shared libraries and stuff like that all the time.
Huperspace Mar 31, 2022 @ 12:30pm 
Originally posted by Dreepa:
You can have your own engine and copy pasta too. It's literally millions of lines of code.
Engines are not unique, they use shared libraries and stuff like that all the time.
Then every modern game is and the-same code, according your statement, as all use the same "open" libraries. OpenGL/Vulkan API, DX API, OpenCL, OpenAL, libs, dlls, ......

It's not about if you used libs/APIs but how you code the use of them, this is/has the Copyright. Some methods of how your code looks like is registered/patent, which you would have to pay licence for it if you want to use it. As a lot things get more and more "real" open source (with allowance of free usage), there will only be a handfull unique code parts.

And writting a own engine is still "1-Mil" own written code lines, the code in libs or API is not counted.
Writting a game with a exsisting engine is still thousands of own written code lines if not everything was just bought at an asset store (yes you can buy full game codes,...)
Dreepa Mar 31, 2022 @ 3:47pm 
Originally posted by Huperspace:
Originally posted by Dreepa:
You can have your own engine and copy pasta too. It's literally millions of lines of code.
Engines are not unique, they use shared libraries and stuff like that all the time.
Then every modern game is and the-same code, according your statement, as all use the same "open" libraries. OpenGL/Vulkan API, DX API, OpenCL, OpenAL, libs, dlls, ......

It's not about if you used libs/APIs but how you code the use of them, this is/has the Copyright. Some methods of how your code looks like is registered/patent, which you would have to pay licence for it if you want to use it. As a lot things get more and more "real" open source (with allowance of free usage), there will only be a handfull unique code parts.

And writting a own engine is still "1-Mil" own written code lines, the code in libs or API is not counted.
Writting a game with a exsisting engine is still thousands of own written code lines if not everything was just bought at an asset store (yes you can buy full game codes,...)

Everything you say is right (except the hyperbole misrepresentation of my statement in your first sentence), and at the same time it is in no way any argument for or against the assumption of CS and TF2 sharing integrations.
Last edited by Dreepa; Apr 1, 2022 @ 6:25am
SDYT Apr 1, 2022 @ 4:37am 
good!
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Date Posted: Dec 10, 2019 @ 7:09am
Posts: 13