Back
Red Faction: Guerrilla PhysX Integration Part 2
3 visits ?

Had to make another post otherwise it would bloat the first one :) man this game HAS SO MUCH POTENTIAL! I've never seen realtime ruins that look this good

I managed to get the AI to create a stress test map to properly stress the PhysX patch out: an avenue of tall buildings, 500m in length, around 48 procedurally generated buildings, some repeated.

And actually, I'm discovering by playing around that I like exploring the ruins themselves instead of just destroying them, a lot of ideas are coming to mind to make this even better; like imagine if as you enter a collapsed building (still kinda intact maybe) the sound gets all muffled and such, and you get that 'eerie' urban exploration feeling. So fucking insane what we can do.

Problem is that I've raised the debris cap to 260k, but I started getting hard memory errors because of the 32bit nature of the executable.. and I can't do much (tried) so I've resorted to brute forcing it: I'm working on a 64bit patch for the game :D fuck it let's do it, people are recomping entire games from PS5 to PC so it should be able to handle it :P For now for testing I've resorted to like 125k debris max.

I have a lot more planned for this game, hopefully I manage :)

Red Faction: Guerrilla Re-Mars-tered PhysX IntegrationView fix → See ya.