Geo-Mod 2.0: Difference between revisions

From Red Faction Wiki
(Redirected page to Geo-Mod#Geo-Mod 2.0)
Tag: New redirect
No edit summary
 
(One intermediate revision by the same user not shown)
Line 1: Line 1:
#REDIRECT: [[Geo-Mod#Geo-Mod_2.0]]
{{Under construction}}
{{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 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.
 
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]].
 
[[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.