The game:
New World Order is a single and multiplayer team-based game where teams battle it out in environments and situations that could be taken right out of an action-movie. It is a fast paced action-simulator with attitude, switching between stealthy game play and adrenalin-pumping action, always keeping the player on his toes - never knowing when all hell will break lose.
New World Order feature a strong, involving, single player experience and a high-energy tactical multiplayer game. Play the single player missions in cooperative mode with your friends - working closely together to take out the enemies.
It's the next step in team-based gaming - coming to your PC in early 2002.
The Sound:
* High quality efficient sound playback at any pitch and amplitude
* Real-time sound-scape ray tracing to detect optimal simulation settings
* Dynamic real-time-calculated reverberation simulating early and late reflections - Full HRTF audio 3D-positioning emulation on all hardware, as default
* Advanced real-time filters, handling concluders, filtering the sound based on material
* Full 3D positioning of sounds, with velocity-filters to model moving sound
* Extremely high performance, allowing for unprecedented amounts of simultaneous sounds
* Advanced sound-blending, allowing for the creation of unique sounds, in-game
The Rendering:
* Full 32bit rendering as default
* DVA technology for efficient, exact visibility processing
* Efficient graphics/texture compression/decompression, without any quality loss
* Multiple graphics processing pipelines, distributable over multiple processors
* Renders bezier patches, NURBS surfaces and polygons
* Supports hardware T&L for increased throughput
* Unique surface technology, blends unlimited number of textures
* High quality decal support; decals affect bump mapping and lighting
* True bump mapping technology, real-time calculated
* True real-time dynamic lighting, no light maps
* Full real-time Phong/Blinn and Metal shading
* Real-time calculated full quality spectacular highlights
* Omni, spots, directional and volumetric light-sources
* Dynamic real-time shadows, full quality, sharp or soft
* 24bit RGB true-color lighting, 48bit internal blends
* Light-DVA for fast, exact extraction of light / shadow receivers
* Fully dynamic/deformable geometry, no architectural limits
* High speed, high quality rendering of blended and skinned geometry
* Advanced particle/meta-particle rendering and blending
* Skeletal animation with constraints and expressions
* Real-time full forward/inverse kinematics
* Advanced motion blending / smoothing
* Highly sophisticated dynamics subsystems
* Full hardware accelerated rendering
The Animations:
* Highly flexible hierarchy system to support every kind of skeleton or node structure
* Highly sophisticated, flexible animation system, unlimited number of animation blends
* Regions, or sub-skeletons can be animated independently from the master-hierarchy
* Everything is anima table, derived from super-classes to support all sorts of animation
* Procedural animations, freely definable output stream contents give extreme flexibility
* Animation 'states' allow entities to control basic animation switching by itself
* Flexible and fast skinning system, supporting unlimited number of blending-matrices
* Animation system interacts with physics system for full flexibility, ease of use
* Advanced IK system allows for IK processing of all nodes, not just end-effectors
* Inverse Kinematics allows game-code to manipulate predefined animations
* Animation system supports blending of different types of animations (vertex + skeletal)