Geo-Mod 2.0: Difference between revisions

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[[Image:geomod2logo.jpg|400px|right|thumb|The GeoMod 2.0 logo]]
{{Under construction}}
[[Image:geomod2.jpg|400px|right|thumb|The GeoMod 2.0 engine in action]]
{{SameName|single|the engine that powers Red Faction: Guerrilla and Red Faction: Armageddon|the engine that powers the first two Red Faction games|[[Geo-Mod]]}}
Geo-Mod 2.0 is the engine that powers [[Red Faction: Guerrilla]].
'''Geo-Mod 2.0''' is the name given to the game engine created by [[Volition]] for [[Red Faction: Guerrilla]]. The focus of its development was squarely on supporting extensive destruction capabilities beyond what was possible in other contemporary engines.
==Geo-Mod 2.0==
[[Image:geomod2logo.jpg|350px|right|thumb|GeoMod 2.0 logo]]
[[Image:geomod2.jpg|350px|right|thumb|GeoMod 2.0 as seen in [[Red Faction: Guerrilla]]]]
===Overview===
Geo-Mod 2.0 was an entirely new engine originally developed for use in [[Red Faction: Guerrilla]]. As opposed to performing real-time CSG operations like its predecessor, Geo-Mod 2.0 shifted focus to enabling physics-based destruction of man-made structures within the game world. Geo-Mod 2.0 uses pre-broken meshes that respond in a realistic manner to physical forces such as stress and kinetic impact (typically from player weapons or vehicles). For instance, a building could be strategically weakened at key structural points, causing it to collapse on enemy forces.


==Description==
After Red Faction: Guerrilla's 2009 release, the Geo-Mod 2.0 engine went on to power 2011's [[Red Faction: Armageddon]].
With the introduction of the second Geo-Mod engine, Volition has done away with the enviromental destruction seen in [[Red Faction (Game)|Red Faction]] and [[Red Faction II]] in favour of a system where all manmade structures are destructable. The only bad thing is that everything can be destructible which means that sometimes you can accidentally blow up your own hiding place sometimes, but otherwise Geomod 2.0 is a runaway success.


==Editing Tools==
The design tool used for developing environments in the Geo-Mod 2.0 engine is [[CLOE]].
Upon close listening to some videos, it can be determined that RF:G's editing tool is called Chloe, Cloe, or some similar-sounding word. However, none of this can be confirmed as of yet.


==Related Pages==
*[[Geomod(Engine)|GeoMod Engine]]
*[[RED]]
*[[RED v2]]
*[[Alec Mason]]
*[[Samanya]]
*[[Dan]]
*[[Jorge]]
[[Category:Red Faction: Guerrilla]]
[[Category:Red Faction: Guerrilla]]
[[Category:Red Faction: Armageddon]]

Latest revision as of 00:21, 4 August 2024

Banner InfoIcon.png This article is about the engine that powers Red Faction: Guerrilla and Red Faction: Armageddon. For the engine that powers the first two Red Faction games, see Geo-Mod.

Geo-Mod 2.0 is the name given to the game engine created by Volition for Red Faction: Guerrilla. The focus of its development was squarely on supporting extensive destruction capabilities beyond what was possible in other contemporary engines.

Geo-Mod 2.0

GeoMod 2.0 logo
GeoMod 2.0 as seen in Red Faction: Guerrilla

Overview

Geo-Mod 2.0 was an entirely new engine originally developed for use in Red Faction: Guerrilla. As opposed to performing real-time CSG operations like its predecessor, Geo-Mod 2.0 shifted focus to enabling physics-based destruction of man-made structures within the game world. Geo-Mod 2.0 uses pre-broken meshes that respond in a realistic manner to physical forces such as stress and kinetic impact (typically from player weapons or vehicles). For instance, a building could be strategically weakened at key structural points, causing it to collapse on enemy forces.

After Red Faction: Guerrilla's 2009 release, the Geo-Mod 2.0 engine went on to power 2011's Red Faction: Armageddon.

The design tool used for developing environments in the Geo-Mod 2.0 engine is CLOE.