Vicious Engine

Engine-default

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)

Editor:
None (be one!)

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.

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?
Proprietary Unspecified Yes
Priced based on client budget

Write a Review

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1 of 1 people found the following review helpful

Very buggy on Wii and PC

  by 00000000000000000000000000000000 Anonymous Nov 15, 2008 at 01:35

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.

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Last edited Dec 06, 2011 at 10:42

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