Vision™ Game Engine
Website:
http://www.trinigy.net
Developer:
Trinigy GmbH
Launched:
Not specified
Status:
Active
Supported Platforms:
Windows, Xbox360, PS3, Nintendo Wii, Browser-based
Languages Written In:
C/C++, C#
Languages Supported:
C/C++, C#
Graphics APIs:
OpenGL, DirectX, Software Renderer
Rating:
Not reviewed yet
- Overview
- User Reviews
Vision™ Game Engine provides a powerful and versatile multi-platform runtime technology ideally suited for all types of games and capable of rendering extremely complex scenes at smooth frame rates. Providing a well-designed, clean and object-oriented C++ API, the technology includes a wide variety of features that break through technical barriers and open up a range of possibilities for game developers.
- Screenshots
- Videos
Supported Features
General
- Object-Oriented Design
- Plug-in Architecture
- Save/Load System
- Advanced Resource Management (Resource Dependency Information, GPU/System Memory, etc.)
- Multithreading (N-Core, Physics, Particles, Cloth, Character Skinning, Animation System, etc.)
- Streaming (Resource Caching, Resource Dependency Graphs, Scene Subdivision, etc.)
- Platform Specific Optimizations (DX9, DX10, DX11, Mutli-Core on PC and Xbox360, SPUs on PS3, etc.)
- Geometry Handling (Static Meshes, Animated Models, Terrain, Customizable Geometry Types, etc.)
- UI (2D Overlay Rendering, Font Rendering, High Level GUI components, etc.)
- Customizable Simulation Loop, Render Loop, Visibility System, Memory Management, File System
- Full Object Serialization (Savegame, Scene Export)
- Performance / Resource Profiling, Debug Console, ResourceViewer
- Input Handling (Keyboard, Mouse, Gamepads, Wiimote)
- Many Application Samples with Source Code for various Engine Features
- 3rd Party Middleware Integration: Autodesk Kynapse AI, IDV SpeedTree, Quazal Net-Z, NVIDIA PhysX, Bullet, Havok Physics, Scaleform GFx, FmodEx, XAUDIO, OpenAL, Allegorithmic Substance Air, CriWare, NetDog, Xaitment AI, Pixellux DMM
- Fixed-function
- Deferred Shading
- Render-to-Texture
- Fonts
- GUI
- Customizable Render Loop
- Customizable Visibility System
- Deferred Shading
- HDR and Custom Post-Processing Effects
- UI (2D Overlay Rendering, Font Rendering, High Level GUI Components)
- Environment Mapping
- Lens Flares
- Billboarding
- Particle System
- Depth of Field
- Motion Blur
- Water
- Explosion
- Weather
- Volumetric Effects
- Light Coronas & Lens Flares
- Sky & Cloud Rendering
- Dynamic Time-of-Day Lighting
- Mirror Effects
- Dynamic Cubemaps
- Projected and Particle Decals
- HDR Bloom and Tone Mapping
- Motion Blur Sample
- Heat Haze Sample
- Weather Sample
- Render-to-Texture, Render Video into Textures
- Splines
- Curves for Path Camera Animations
- Line Follower Entities and Components
Lighting
- Per-vertex
- Per-pixel
- Volumetric
- Lightmapping
- Radiosity
- Gloss maps
- Anisotropic
- BRDF
- Static Lighting:
- Dot3 Lightmaps
- Static Lightgrid for dynamic scene elements
- Global Illumination/Radiosity for Lightmaps/Lightgrids
- Lighting Tool
Dynamic lighting:
* Arbitrary number of Dynamic Lights
* Custom attenuation curves
* Projected Spotlights
* Projected Cubemaps
* Dynamic Lighting combinable with Static Lighting
* Deferred Shading
* TimeOfDay-Lighting
* Rim-Lighting
Shadows
- Shadow Mapping
- Projected planar
- Shadow Volume
- Shadow Maps
- Cascaded Shadow Maps
- Optimized Stencil Shadows for Static Meshes and Dynamic Models
- Dynamic Illumination with Advanced Dynamic Shadowing Techniques
Texturing
- Basic
- Multi-texturing
- Bumpmapping
- Mipmapping
- Volumetric
- Projected
- Procedural
- Normalmaps, Parallax Maps, Specular Maps
- Swappable Custom Texturing Sample
- Procedural Texturing Sample
- 3rd Party Integration: Allegorithmic Substance Air
Shaders
- Vertex
- Pixel
- High Level
- Advanced Shader System
- Shader Editor: Integrated HLSL, Sampler Setup, Show Disassembly, Multi-Platform Shader Creation
- Material Editor: Shader Assignment to Materials, Effect Parameter Tweaking
- Visual Shader Editor: Artist-Driven Shader Creation
Meshes
- Mesh Loading
- Skinning
- Progressive
- Tessellation
- Deformation
- Static Instanceable Meshes
- Animated Models (vertex and skeletal animations)
- Terrain with Paging Support
- Customizable Geometry Types
- Separation Render/Collision/Trace Geometry
- Exporter for 3dsmax & Maya
- Exporter for Blender by ByteRockers
Scene Management
- General
- Portals
- Octrees
- Occlusion Culling
- LOD
- Spatial Scene Subdivision into Zones
- Prefab System
- Visual linking
- Visibility Calculation
- Hardware Occlusion Query, Portals, Octrees
- Editing with Layers
- Resource Pre-Caching in the background
- Resource Dependency Graphs
Animation
- Forward Kinematics
- Keyframe Animation
- Skeletal Animation
- Morphing
- Facial Animation
- Animation Blending
- Arbitrary Animation Graph
- VS skinning, CPU Skinning with Caching
- Animation Sharing (Mass Scenes)
- Skeletal Remapping
- 3rd Party Animation Integration: HumanIK, Morpheme
- Animation Transition Tool
- Object Attaching
Terrain
- Rendering
- Splatting
- Built-in Terrain Editor
- Terrain Paging/Streaming Support
- Automatic LOD and Interactive Terrains
- Terrain/Vegetation Editing and Painting
- Importing Terrain Data from external files
- Seamless Integration with complex indoor scenes
- Terrain Filters
- Tablet Support for Terrain Painting
Physics
- Basic Physics
- Collision Detection
- Rigid Body
- Vehicle Physics
- Basic Physics for Collision Detection, Raycasts, etc.
- 3rd party Integration: Bullet, NVIDIA PhysX, Havok, Pixelux DMM
Networking
- Client-Server
- Peer-to-Peer 3rd party integration: Quazal Net-Z, Netdog
Artificial Intelligence
- Pathfinding
- Decision Making
- Scripted
- Basic Framework for custom AI-Extensions
- 3rd party Integration: Autodesk Kynapse AI, Xaitment AI, Spirops
Sound
- 2D Sound
- 3D Sound
- XAUDIO Integration
- 3rd party integration: FmodEx, OpenAL
Tools & Editors
- vForge Scene Editor: WYSIWYG-Editor
- vForge Material Editor: Effect Paramter Tweaking
- vForge Shader Editor: Integrated HLSL Shader Editor
- vForge Visual Shader Editor: Creating shader visually
- vForge Terrain Editor: Terrain/Vegetation Editing
- vForge Particle Editor: Particle Effects
- vForge LUA Script Editor: Script Editing
- vForge Component Editor: Components Editing
- vForge Resource Monitor: Statistics / Profiling
- vModelViewer: Analyze Model and Animation Data
- vSceneViewer: Analyze Scene Data
- vVisViewer: Visibility Analysis
- vResourceViewer: Profiling/Resource Analysis
- vLux: Static Lighting Tool
- vAnimTool: Animation Blending Generation
- vFontGenerator: Generating TrueType Bitmap Fonts
- vRemoteScriptDebugger: LUA Script Debugging
- vMax & vMaya: Exporters for 3dsmax and Maya
- vForge Editor Features: WYSIWYG, Play-the-Game Mode, Multi-User Editing, Spatial Scene Subdivision into Zones, Prefab system, Visual Linking, Visibility Calculation, Plugin-driven & Easily Extendable, Remote Client Clients for Consoles, etc.
integration
Scripting
- Integrated LUA Binding
- LUA Script Editor and Remote Debugger
Licensing
| License Name | Price in $US | Source Code Included? | Additional information |
|---|---|---|---|
| Proprietary | Free | No | View Details |
| Full Licensing Agreement | |||
| Proprietary | Free | No | View Details |
| Trinigy Entertainment Stimulus Program (ESP) | |||
Last edited Dec 06, 2011 at 10:42
