Vicious Cycle Software, Inc.
Windows, Xbox, Playstation, GameCube, PSP
Languages Written In:
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The Vicious Engine is a comprehensive middleware solution that gives developers the power to make exciting, dynamic games without the costly steps of creating an engine and tool set. It includes a competitive graphics engine, a built in collision and physics solution, powerful scripting, in-game debugging, integrated asset management, and cross-platform conversions to multiple simultaneous targets.
Exporter available for 3dsMax 8 and Maya 8
|License Name||Price in $US||Source Code Included?|
|Priced based on client budget|
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I used this engine on Wii and PC and I must say it's very limitated and buggy.
In order to pass Nintendo certification for Europe, we had to rewrite the low level rendering layer for Wii. Screen width and height in both 4/3 and 16/9 configurations were fixed: they just put some #defines valid only on NTSC televisions. You can see the same thing on the frequency: fixed at 60Hz/30Hz. Maybe they don't know in Europe 50Hz/25Hz is used. All the timing system is based on that delta: they don't use the internal clock to find out the real ammount of time elapsed from frame to frame. This was a huge problem: on PC everything was too fast and the PAL build ended up with too slow legal screens.
Now we are rewriting the collision system: on Wii it doesn't work all the time as it should.
In the version I used, vertex lighting was the only available option: no radiosity or lightmapping.
Some blending types, like "modulation" is not possible and there isn't any built-in post process available (no bloom nor depth of field)
The asset manager is very primitive : roll backs and concurent editing are not possible.
It's not possible to easily add a material to the graphic pipeline.
Some basic features like depth adaptative decals are not present.
Only a single UV channel is present on the vertex format.