Need for Speed: Porsche Unleashed
3D Game Comparison - Game vs. game. No hype; just facts.™
(Difference between revisions)
Revision as of 23:49, 23 September 2007 (edit) Eep² (t|c) {{game |year=2000 |genre=driving simulation |publisher=Electronic Arts |developer=EA Canada |engine=proprietary |character=cars |NPCs=cars |weapons=no |inventory=no }} ==engine== * atmospheric/envi... ← Previous diff |
Revision as of 01:32, 24 September 2007 (edit) (undo) Eep² (t|c) m link fixes Next diff → |
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* [[physics]]: [[slippery]] surfaces (dirt, grass, ice, mud, snow), most pushable objects knockoverable | * [[physics]]: [[slippery]] surfaces (dirt, grass, ice, mud, snow), most pushable objects knockoverable | ||
* [[shadows]]: tree/building shadows accurately cover cars when driving under them | * [[shadows]]: tree/building shadows accurately cover cars when driving under them | ||
- | * [[texture]]: [[bilinear]] filtering, [[mipmapping]] | + | * [[texture]]: [[bilinear filtering]], [[mipmapping]] |
==[[environment]]== | ==[[environment]]== | ||
Line 35: | Line 35: | ||
* [[interaction]] | * [[interaction]] | ||
** [[break]]: [[crates]], [[pipes]] from walls | ** [[break]]: [[crates]], [[pipes]] from walls | ||
- | ** [knockover]/[[push]]: [[billboards]], [[chairs]], [[dumpsters]], [[fire hydrants]], [[hazard pylons]] & [[sawhorses]], [[pipe]], [[signs]], [[tables]], other [[vehicles]] | + | ** [[knockover]]/[[push]]: [[billboards]], [[chairs]], [[dumpsters]], [[fire hydrants]], [[hazard pylons]] & [[sawhorses]], [[pipe]], [[signs]], [[tables]], other [[vehicles]] |
==other== | ==other== | ||
* [[force-feedback]] joystick support | * [[force-feedback]] joystick support | ||
* [[sound]]: 3D, [[doppler effect]], [[reverb]] in [[tunnels]] | * [[sound]]: 3D, [[doppler effect]], [[reverb]] in [[tunnels]] |
Revision as of 01:32, 24 September 2007
Contents |
Wikipedia:Need for Speed: Porsche Unleashed | }} | |
---|---|---|
year | 2000 | |
genre(s) | driving simulation | |
developer(s) | EA Canada | |
publisher(s) | Electronic Arts | |
engine | proprietary | |
Character | ||
name | cars | |
NPCs | cars |
engine
- atmospheric/environmental effects
- incremental vehicle 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 kick up: dirt, grass, ice, mud, snow, water
- tire skid marks: on road, dirt, grass, ice, mud, snow
- weather: moving clouds, rain, snow; transitions between clear and snowy on Alps track
- other
- windshield collects rain drops & snow flakes
- helicopter blows snow
- 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
environment
- locations: Europe: Auvergne, Italy (Corsica), Cote d'Azur, Germany (The Autobahn), France (Normandy, Pyrenees Mountains), industrial zone, Monte Carlo, Schwarzwald, Switzerland (The Alps)
- interaction
- break: crates, pipes from walls
- knockover/push: billboards, chairs, dumpsters, fire hydrants, hazard pylons & sawhorses, pipe, signs, tables, other vehicles
other
- force-feedback joystick support
- sound: 3D, doppler effect, reverb in tunnels