Fluid Dynamics
Raz0r contains a (currently experimental) fluid dynamics system
which is a brand new cutting edge feature not to be found in most
(if any) other engines.
In short, Fluid Dynamics allows for the level-wide modelling of
various gasses and fluids and their interaction with the
environment.
The pressure and density of gasses are modelled such that speeding
cars generate true slipstreaming, speeding aeroplanes generate
vortices in the air behind them, and explosions send shock waves
around corners.
Vortices and general airflow will suck in Super Particles for an
unprecedented sense of realism in driving simulations. Explosions in
FPS games will damage players hiding around corners. Smoke and flame
will congregate near ceilings forcing players to crawl underneath….
The list of brand new gameplay features that can be made to happen
using a Fluid Dynamics system is limited only by the designer’s
imagination and Rubicon Development are deeply excited to be developing
this system, over time, to its natural conclusion.
Liquids are currently also on the experimental radar. Rubicon Development currently has a simple demo of a non-compressible liquid sloshing around in a container, being rendered as metaballs using the marching cubes algorithm. Level-wide modelling of liquids is not encouragingly fast, but localised areas such as pools and lakes are entirely feasible. Watch this space for further developments.