Drive Beyond Horizons
3D Game Comparison - Game vs. game. No hype; just facts.™
Contents |
Wikipedia:Drive Beyond Horizons | }} | |
---|---|---|
year | 2025 | |
genre(s) | action, driving simulation | |
engine | Unreal 5 | |
Character | ||
name | unnamed | |
NPCs | zombies |
Engine
- procedural terrain generation
- reflection: barrels, floors (tile, metal), glass, mirrors (blurry), most metallic surfaces, walls (some), weapons, wet road (demo); pixel shaders; see environmental texture mapping
- shadows: vertical angle adjustment, fading; NPCs, moving objects, player character
- skeletal animation: ?
- texture: 16-/32-bit depth?
- filtering: bi-/trilinear?
- mapping: bump, environmental, mip, procedural
- decals: bullet holes?, explosion blasts?, tire skid marks
- transparency: fire, glass, light beams, projectile trails, smoke, steam, water
- other: pixel/vertex shaders (reflections)
Atmospheric/environmental effects
- dirt: tires
- particle effects: liquid (engine oil, fuel, pee/piss/urine--+drunken, water), smoke, sparks
- shaking: ?
- smoke: overheating vehicle engines, fire, tires
- sparks: wheel-less vehicle axels
- weather: rain (demo)
- wind: powerlines, vegetation (bushes, trees)
- other: explosions, fire, gas spray, weapon projectile trails?; see particle effects, physics
Lighting
- dynamic
- colored
- vertex & lightmap?
- day-night cycle
- flickering streetlights
- chameleon scale models, fire, flashlight, lamps, police light, taxi sign, vehicles
Physics
- gravity: characters, most objects
- friction, inertia, momentum, weight
- weight: affects vehicle handling, 70kg+ forces player character to walk
- collision detection
- ragdoll bodies
- hold objects (most pickupable objects): cargo beds/racks (+lock-in-place), trash cans, vehicles (+LIP), wood crates (+LIP)
- explosion force pushes/breaks objects
Character
Player character
- controls/moves: crouch, drink, eat, flip vehicle over, jump, pick up/drop, rotate object, run, actions/shoot, start/stop vehicle ignition, urinate, walk
- vehicle: accelerate, brake, disengage/engage handbreak, gear shift down/up, towing
- clothing: boots, pants, shirts (long-sleeve, tanktops)
- footsteps: asphalt/concrete, dirt, wood
- view: 1st-, 3rd-person
- other: hunger, thirst, drinking alcohol causes screen distortion
NPCs
Environment
- # levels: 1
- locations: desert; bars, dumps, garages, gas stations, house, minefields, motels, radio towers, water towers
- cutscenes: no
- puzzles: get on building roofs
- traps/hazards: explosions, falling, getting crushed/hit by vehicles, hunger, mines, thirst, zombies
Interaction
- attach: amplifier speakers, call bells, dishware plate ("golden breakfast"), fans, keychains (suction cup trinket rings), lamps, laser projectors, LED controllers, neon controllers, police light, plungers, seat mounts, shark fins, suction cup mats, taxi signs, trampolines, trophies
- vehicle parts: antennae, batteries (+lids), bumpers, cargo beds/racks, covers/hatches/lids, dashboards, doors (+panels, mirrors), engines, engine compartment covers, exhaust modifiers, floormats, fuel tank cover, gear shifters, glovebox covers, grilles, handbrakes, hoods, horns, hubcaps, ignitions, license plates, lights (head-, interior, neon tubes, tail-, turn signals), panels (cargo partition), pedals, radiators, radios, seats, seatbelts, steering wheels, table (folding), tires, trims, trunks, turbochargers, wheel rims, windows
- break: cactus, fences (chainlink, barbed wire), gas pump, vehicles (parts come off)
- explode: gas pump
- move: breakable objects, crates (wood), engines, metal sheets, radiators, vehicle (frames, parts); see attachable/pickupable objects
- open/close: doors (normal, cabinet, locker, fence gate, outhouse, vehicle), gift boxes/presents (-close), liquid container caps
- pick up: attachable objects, barrels, batteries, bottles (glass beer, "Jus de Mynthos"), brushes (wire), cans (beer, energy, food, fuel/gas, jerry, soda, spray paint), cardboard boxes, chairs (barstool, dining, lounge), clothing, crates (wood), dolls (baby, inflatable man), DVDs, fans, flashlights, fleshlights, food (burgers, hot dogs), gas pump nozzles, guitars, health (first-aid kits), lamps (floor), lightbulbs, megaphones, night-vision goggles ("Item Detection Spectacles"), pallets, payphone handsets, picture frames, plushies/stuffed animals (monkeys, teddy bears, turtles), rubber chickens, sponges, tires, tools (wrench), traffic cones, trash bags, trash cans, vehicle parts, weapons: guns (AK-47, RPG (rocket-propelled grenades)), wood (planks)
- ride: vehicles, anything moving
- throw: pickupable objects (turn player character, flick mouse in direction, release)
- other: activate (disco ball, DVD player, fans, prize machine, soda machines), pull slot machine lever, fill/empty/siphon/transfer liquid (diesel, engine oil, petrol, piss, water) containers (barrels, fuel/jerry cans), insert/remove DVD, spray paint vehicle frames/parts, turn on/off light switches (-missing lightbulb); see #physics
Inventory
- anything pickupable
- backpack: 2, 4, 6 slots
Vehicles
- cars: Bonphiac (Pontiac Firebird coupe), C18 (Citroën C15 sprinter van), Dada (AvtoVAZ VAZ-2101 "Lada 1200" sedan), Golf (Volkswagen Golf Mk1 GTI), GTR (Nissan Skyline GT-R coupe), IFA (Industrieverband Fahrzeugbau IFA W 50 truck), Musgoat (Ford Mustang Fastback coupe), Popoya (Toyota Hilux pickup truck), trailer, TriClops (Tucker 48 sedan), UAZ (Ulyanovsky Avtomobilny Zavod UAZ 2206 van)
- trucks: heavy-duty, pickup
- vans