Latest update news from the NoLimits web site.

Monthly NoLimits 2 News (May)

Sometimes I have the attitude to begin working on new stuff, without finishing what I was working on last. In most cases, the lost of interest for the current work is caused by encountered difficulties that can make you mad if you do not find a good solution for a certain problem in a reasonable amount of time. Sometimes it is simply better to focus on something new instead of wasting time trying hard to find a solution. The downside is, that over the years, the list of unfinished things of NoLimits2 development grew to a number where it is no fun anymore. It was time to check off the list of unfinished things this time, which was what I did the last month. I am quite pleased with the results of the last weeks, even though I did not find the best solution possible for each problem. As I mentioned before, I feel it is time to start showing screenshots of the development process. Please keep in mind that the screenshots are only a very small indication of how far the project is progressed and I will not show screenshots every month. A lot of stuff you will see in the screenshots are only temporary and will be improved later, like textures or the graphical user interface. Okay enough of talk, now to the screenshots...

NoLimits2 terrain engine

All screenshots show the new terrain engine in general with a focus on multi-texture layers, new water-reflection/refraction, and auto-plants. One new feature I am working on right now are automatically generated grass objects, which I call auto-plants. The grass objects are directly tied to the local texture of the terrain, which means that there will be no grass if there is no grass layer visible. The auto-plants are optimized in a way that they will not be visible in the far distance and are generated on the fly to save memory and optimize creation time. The auto-plants are handled pretty much like normal scene objects, so exchanging the plant-objects is an option of the terrain settings inside the editor. Many thanks go to Kay "Buster" for quickly providing me with textures and objects, so I could instantly try out the auto-plants. If you read thins, I really appreciate it, I know you are busy at the monent. [ol]