NoLimits 2
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NoLimits Roller Coaster Simulation 2 | |
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Developer(s) | Ole Lange |
Distributor(s) | TBA |
Engine | TBA |
Platform(s) | PC, Mac OS X and Linux |
Genre(s) | Roller coaster designer and vehicle simulator |
System requirements | TBA |
Input methods | Keyboard, Mouse |
NoLimits Roller Coaster Simulation 2 (nicknamed NL2) is a software package available for Microsoft Windows, Mac OS X and Linux designed and built by a team of programmers and artists led by German programmer Ole Lange.
NL2 will be rewritten from scratch, featuring a brand new engine which will allow for greater graphical accuracy, more coaster styles and more features to keep up with the amusement industry. A definitive list of features is not available.
NL2 will also see the NL Editor combined with the simulator. WYSIWYG ("What You See Is What You Get") will be used so the user does not have to keep switching between applications.
Although from interviews and forum posts, fan's long awaited inclusion of B&M flying roller coasters and Arrow Dynamics 4th Dimension roller coasters are all but confirmed.
Contents |
[edit] Monthly Updates
Date | Update |
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March 31, 2008 | Global folder for storing tracks. (below) |
April 30, 2008 | New terrain engine, supporting higher detail, bigger template. (below) |
May 30, 2008 | New pictures of ground textures and terrain. |
[edit] File System
Instead of a global folder for tracks, objects and environments, NL2 will use a project based folder architecture; this means that each track is stored in a separated folder with all the resource-files required by the track (custom cartextures, scene-objects, etc.) located inside. Project folders can be compressed from within the application to a single package file. Users are not required to uncompress a package file unless they want to change its content.
[edit] Terrain
The terrain engine makes heavy use of vertex and pixel shaders to allow for multiple texture layers, high detail levels, larger building areas and improved water reflection and refraction effects. It will also use vertex and pixel shader effects for other stuff like shadows and dynamic lighting. It is belived that the grass is auto-generated, and the ground textures are generated based on location (ie, slope gradient, and proximity to water)