Vicious Engine
Website:
http://www.viciousengine.com
Developer:
Vicious Cycle Software, Inc.
Launched:
Not specified
Status:
Active
Supported Platforms:
Windows, Xbox, Playstation, GameCube, PSP
Languages Written In:
C/C++
Languages Supported:
C/C++
Graphics APIs:
DirectX
Rating:
(1 review)
- Overview
- User Reviews
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.
- Screenshots
- Videos
Supported Features
General
- Object-Oriented Design
- Save/Load System
- Other
- Supported platforms:
- Nintendo Wii
- Microsoft Xbox 360
- Sony PSP
- Sony PS2
- Nintendo GameCube
- Microsoft Xbox
- PC
- In-game debugger
- UI designer
- Data-driven design
- Platform conversions for simultaneous releases
- Performance metric tools
- Render-to-Texture
- Fonts
GUI
Environment Mapping
Lens Flares
Billboarding
Particle System
Depth of Field
Motion Blur
Sky
Water
Fire
Explosion
Decals
Fog
Weather
Mirror
Lighting
- Per-vertex
- Lightmapping
- Radiosity
Shadows
- Shadow Volume
Texturing
- Basic
- Multi-texturing
- Bumpmapping
- Mipmapping
- Volumetric
Shaders
- Vertex
- Pixel
- High Level
Meshes
- Mesh Loading
- Skinning
Scene Management
- General
- Portals
Animation
- Forward Kinematics
- Keyframe Animation
- Skeletal Animation
- Morphing
- Facial Animation
- Animation Blending
Terrain
- Rendering
Physics
- Basic Physics
- Collision Detection
- Rigid Body
- Vehicle Physics Vehicle physics currently limited to boats/fluid dynamics
Networking
- Peer-to-Peer
Artificial Intelligence
- Pathfinding
- Finite State Machines
- Scripted
Sound
- 2D Sound
- 3D Sound
- Streaming Sound
Tools & Editors
Exporter available for 3dsMax 8 and Maya 8
Scripting
- Point-and-click scripting
- Hierarchical State Machines
- Event based actions throughout the game editor
Licensing
| License Name | Price in $US | Source Code Included? | Additional information |
|---|---|---|---|
| Proprietary | Unspecified | Yes | View Details |
| Priced based on client budget | |||
Very buggy on Wii and PC
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.
Last edited Dec 06, 2011 at 10:42
