Company of Heroes is the first game to make use of Relic's next generation
engine, known as the "Essence Engine". This engine was designed and coded
from scratch by Relic in order to make use of all next-generation
graphical effects, including High Dynamic Range lighting, dynamic lighting
& shadows, advanced shader effects and normal mapping. As producer John
Johnson puts it "We will have every advanced graphical effect you'd expect
from a game like Half-Life 2, and more."
Using the Essence Engine allows CoH to be rendered in complete 3D with
intricate detailings on the infantry, vehicles and structures whilst
retaining a solid frame-rate without the need for a high-end gaming rig.
There are said to be nearly 2,000 different animations for a basic
infantry unit alone.
Company of Heroes also utilizes the Havok 3 Physics Engine, giving CoH a
more realistic physics system than any previous RTS. Parts of buildings
can be destroyed by grenades or mortars, and tanks can drive through
sections of walls or other barriers. Smoke created from explosions behaves
realistically and is influenced by wind. Debris is realistically
influenced by explosions; a blast can send barrels flying and shower
troops in dirt, leaving behind a large crater. When infantry are bombarded
by artillery, body parts detach and are flung in all directions.
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