http://www.gamefront.de 17.11.03 Blimey 2's improvements include: ================================ New plug-in based rendering architecture allowing complete control of rendering. -------------------------------------------------------------------------------- 1. Massive terrains - dynamic LOD, streaming heightfields. 2. Advanced particle systems - multiple chainable behaviors. 3. Full screen effect - motion blur, depth-of-field, bloom effects. 4. Highly optimized 4 pass rendering - allowing base texture, environment map, specular highlights and damage/scratches and scrapes. * Advanced character animation - supporting blending, overlays, component animations, IK, ragdoll, and event triggers. * Solid multi-platform core libraries - streaming file systems, powerful memory management, optimized vector mathematics. * State-of-the-art sound rendering - Dolby Surround, 3D sounds with multiple realtime effects, streaming music. * Highly optimized libraries - optimization using Sony's PS2 performance analyzer ensuring maximum performance. * Fully cross-platform online support (including support for online API's such as Gamespy, Xbox Live, SCE-RT etc.). * DYNE2 highly advanced and optimized physics library - constraint based rigid body dynamics, adaptable, flexible, and accurate collision detection, multi-body equation solver. * Advanced AI framework and library for all racing games, including those that have split routes. * Enhanced toolset allowing artists and designers greater control over fine tuning game assets for outstanding visuals and gameplay (Nipple, Tomcat). What are the benefits of Blimey? -------------------------------- It enables the creative talents of developers within the Climax Group to concentrate on making the best games possible, without worrying about the hardware platform. Key features: ============= - Modular architecture - Solid design principles - Dedicated core development team - Fully cross-platform - Open and extensible Performance Specs ================= - 4 pass renderer - 12 Millions poly/sec - Sprite renderer - 6 Million sprites/sec (12 M polys/ sec), fully textured - Terrain renderer - 10 Million poly/sec - Textures - 12MB per frame, fully managed - XBox - Full usage of both pixel and vertex shaders - 100's of interactive objects in one scene - 32 players online About Climax Climax was originally founded in 1988 by Karl Jeffery and has since grown to become one of the world's leading interactive entertainment companies. As ever, its aim is to deliver high quality game experiences in both its original and licensed products. Climax has achieved critical worldwide acclaim with award winning titles such as the MotoGP series, which was published by THQ. The company recently won the Grand Prix Award - the most prestigious to be awarded at the Develop magazine ceremony. Striving to keep at the cutting edge of technological development within the videogame industry, Climax now has six divisions worldwide - Portables, Brighton, Solent, Nottingham and London - and now LA, its first U.S. office. Climax is an active technology and content developer for the following platforms: PC, Sony Playstation 2, Microsoft Xbox, Nintendo Game Boy Advance & Gamecube, Interactive TV, Online and Wireless. Current projects include Sudeki, a first party Xbox title and Warhammer Online, a stunning MMORPG. The Climax website is located at: www.climaxgroup.com