Geo-Mod 2.0: Difference between revisions
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{{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]] |
Revision as of 00:21, 4 August 2024
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
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.