Need for Speed V: Porsche Unlimited/2000
circa: 2000
genre: driving simulation
publisher: Electronic Arts
developer: EA Canada
engine
- atmospheric/environmental effects
- incremental car damage: broken glass, dents, scrapes, off-centered steering, etc
- smoke: car (exhaust, tire skids), chimneys/smokestacks, train, welder torch
- sparks: car impact/scrape, steel pour, welder torch
- spray: broken fire hydrants, log mill sawdust, waterfall mist
- steam: some grates/vents and buildings, after breaking pipes from walls
- tire skid marks: road, dirt, grass, ice, mud, snow
- tire kick up: dirt, grass, ice, mud, snow, water
- weather: moving clouds, rain, snow; transitions between clear and snowy on Alps track
- other
- helicopter blows snow
- windshield collects rain drops & snow flakes
- environment mapping: cars (shadows, lights, etc)
- lighting: projected & vertex headlights, coronas, lens flare
- particle effects: explosions, fire hydrant water stream, sawdust, smoke, snow, sparks, steam, tire kickups, water drops
- physics: slippery surfaces (dirt, grass, ice, mud, snow), most pushable objects knockoverable
- shadows: tree/building shadows accurately cover cars when driving under them
- texture: bilinear filtering, mipmapping
level/world (track) design
- locations: Europe: Auvergne, Italy (Corsica), Cote d'Azur, Germany (The Autobahn), France (Normandy, Pyrenees Mountains), industrial zone, Monte Carlo, Schwarzwald, Switzerland (The Alps)
- environmental interaction
- knockoverable/pushable objects: billboards, chairs, dumpsters, fire hydrants, hazard pylons & sawhorses, pipe, signs, tables, other vehicles
- breakable objects: crates, pipes from walls
other
- force-feedback joystick support
- sound: 3D, doppler effect, reverb in tunnels