Well, another idea about day/night cycle:
Seems that so far the actual game time that passes differs from the game time required by vehicles to move. Accelerating time should also accelerate other game core functions : goods at stations, speed of vehicles, etc. But for this to take effect, a 1:X (real time:game time) standard has to be set.
[a bit off-topic]
About illumination (cities, vehicles), since i don't know anyone that is good at .cg programming, loading lights+ using dynamic lighting and normal maps on our terrain will squeeze the gpu untill it's bleeding if no occlusion is implemented and you're zooming out to see a large area of the terrain. A solution would be using less lights and only if you're close enough but that would look wierd, and still require a end-system to play it with max details.
[/a bit off-topic end]
So if you plan to use illumination, you might want to watch for resource intensive materials - if you go for nice effects, at least go until the end.
So, still searching for some people that know cg and occlusion algh at a per-polygon-frustum-dependent occlusion.
![Mr. Green :mrgreen:](./images/smilies/icon_mrgreen.gif)
Please raise a hand if you know something about one of these 2 topics. Because if you want to add neat graphics also, these 2 shouldn't be skipped.