NoLimits 2 comes with a completely new day engine. Fully customizable texture layers can be used to simulate rocks, grass, walkways, and whatever the user can think of. The day can make use of height-maps and normal-maps for improved per pixel bump-lighting effects. Tunnels through day are fully supported, making it possible for the user to create exciting track layouts. The increased realism of the new water engine also simulates reflection and refraction using complex GPU shaders. Additionally, the high customizable engine is also allowing to alter water effects such as textures and water clarity.
Almost all aspects of a coaster were improved. One of the nicest improvements were made to the coaster track that now uses highly detailed texture maps with bump, specular, and reflection maps. The overall polygon count was increased tremendously, making round objects appear round while still remaining full realtime performance on mid-range computers. The engine also takes care of adding varation to track elements. Notice how each cross-tie has a slightly different texture. We are especially proud about how all the new objects have the right scale. Everything just looks and feels right.
NoLimits 2 comes with 11 new coaster styles, including 4D, Suspended, Flying and Wing coasters. The total number of different styles is 40 now. More coaster styles are planned.
Many of the existing styles from NoLimits 1 were improved with better textures and details.
Coasters can be controlled by using a control panel. There are numerous options to control stations, blocks and switches.
NoLimits 2 features a completely re-designed user interface with built-in editor. The tab-based user interface of the editor clearly splits up the design process into its main categories. With its powerfull spline editing capabilities it is easier than ever to create a smooth and realistic layout.
Next to dynamic shadows, the custom graphics engine of NoLimits 2 features a couple of other neat effects, including dynamic lights, ambient occlusion, bloom, sun-shafts, HDR, depth-of-field and z-feather sprites.
PC: Windows Vista, 2.0 GHz Dual-Core with 2 GB RAM, Graphics fully compatible to Direct X 9.0c (Shader Model 3) with 512 MB Video RAM, 2 GB free hard drive space, Internet connection for key activation
Mac: macOS 10.9.5, Core i5 2.3 GHz Dual-Core with 4 GB RAM, Graphics fully compatible to OpenGL 3.3 (Intel HD Graphics 3000 or newer) with 512 MB Video RAM, 2 GB free hard drive space, Steam client
PC: Windows 7 or newer (64 Bit), 2.6 GHz Quad-Core with 4 GB RAM, Graphics fully compatible to Direct X 11 (Shader Model 5) with 1 GB Video RAM, 2 GB free hard drive space, Internet connection for key activation
Mac: macOS 10.12 or newer, 64 Bit supported, Core i5 Quad-Core with 8 GB RAM, Discrete Radeon or GeForce graphics fully compatible to OpenGL 4.1 with 1 GB Video RAM, 2 GB free hard drive space, Steam client
NoLimits was one of the first 3D roller coaster simulation packages available, when its first version was released back in November 2001. It was born from the lack of 3D simulators having the right amount of features to be able to recreate roller coasters found in reality. It was originally designed to run on Windows 98/2000/XP and was later ported to Mac OS X. It made use of accelerated 3D graphics cards using the OpenGL API to give the user a realtime ride experience in front of the computer screen.
With a major focus on reality and speed, this program would let the users design their favorite roller coaster, and of course would let them ride it. One of the most important feature, and the main origin of its name, was that it was possible to design elements of every kind, using Bezier-like splines. Those splines were typically found in drawing or CAD software packages. Without those splines, users were restricted by choosing elements from a pre-defined set, which would strongly limit creativity and realism. With splines instead, elements are possible to design, only limited by your imagination. NoLimits was also one of the first 3D roller coaster simulators that offered a larger set of different coaster styles. Over 20 different coaster styles including inverted, hyper, spinning, flying, and wooden roller coasters were available.Screenshots
The software has been used by amusement park related companies showcasing new rides for prospective parks and guests. Such companies include Vekoma, Gerstlauer, Intamin, Zamperla, Mack, Maurer.