Carmageddon TDR 2000
3D Game Comparison - Game vs. game. No hype; just facts.™
Wikipedia:Carmageddon TDR 2000 | }} | |
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year | 2000 | |
genre(s) | arcade driving simulation | |
developer(s) | Sales Curve Interactive | |
publisher(s) | Torus Games | |
engine | proprietary | |
engine
- atmospheric/environmental effects
- other: dust, fire, smoke, steam (engine, manholes), underwater bubbles
- collision detection: move car (cars, container mover, train)
- lighting: dynamic, colored
- particle effects: dust, fire, mail, tire kickup, smoke, sparks, steam, trash, underwater bubbles
- physics: gravity, friction, inertia
- reflection: environmental bumpmapping
- texture: bilinear filtering, mipmapping
- other: underwater distortion (wavy)
Character
- player character: car (driver)
- moves: forward, back, left, right
- view: 1st-/3rd (multiple)-person (+ mouse)
- NPCs: other cars
environment
environmental interaction
- break: cars (incremental damage), fences (chainlink, wood), fuel tanks, windows (+ crack first)
- move: benches, bus stops, cacti, cardboard boxes, cars, chairs, computer consoles, cones, containers, couches, crates, desks, drinkstands, dumpsters, file cabinets, fuel tanks, gas pumps, hay bales, mailboxes, monitors, oil drums, parking meters, phone booths, potted plants, rocks, sawhorses, shark, signs, streetlights, stoplights, tables, metal shards, totem poles, trashcans, trees (palm), tumbleweed, wagons, wood: (boards, trellises)
- ride: anything hit, bridge, elevator
- other: streetlights (flicker, tilt when hit lightly, go out when knocked over), bubbles from cars pushed in water, trees tilt when hit lightly
other
- map (2D, real-time)