Vision Engine 8 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.
Engineered with creative and technical freedom in mind, the Vision Engine allows you to easily create your own rendering pipeline, integrate the physics system of your choice, or write your own animation code. Additionally, TrinigyÂ´s game engine provides a large set of convenient high-level and low-level helper classes to make customization as easy as possible.
At the same time, an extensive set of out-of-the-box features reduces the development time and cost of your project. Lights and shadows, radiosity, animations, normal maps, particles, post-processing and much more - all these features are right at your fingertips once you have installed the Vision SDK.
High-Performance, Highly Stable Rendering
The Vision EngineÂ´s rendering core has been designed for performance and stability, allowing highly detailed, realistic scenes to be rendered with maximum visual fidelity.
Shipped with complete source code, the default rendering pipeline serves as an ideal starting point for your game project, providing an extensive set of fully integrated features such as:
Normal maps, specular color and specular exponent maps, and virtual displacement maps
Radiosity-based, normal-mapped illumination with light grid and light maps
Dynamic illumination with advanced dynamic shadowing techniques, configurable attenuation, projected lights, and much more
Shadow maps, variance shadow maps, and cascaded shadow maps
Powerful multi-threaded particle engine
Overlay and GUI rendering
HDR and post-processing
Efficient instancing system for static and dynamic geometry
Powerful large terrain solution for vast, streamed landscapes, including Level of Detail support, holes in terrain, and seamless integration with complex indoor scenes.
The Vision Engine uses a combination of efficient visibility culling techniques - including hardware occlusion query, portals, and quadtrees/octrees - to achieve consistently high frame rates.
The SDK ships with many plug-ins that extend the core engineÂ´s feature set. These plug-ins can easily be customized and extended and include:
Physics bindings, i.e. the Vision EngineÂ´s own physics system can easily be replaced by 3rd party physics using the game engineÂ´s physics interface
Other 3rd party middleware integrations such as Kynapse AI or IDV SpeedTree
Advanced visual effects such as volumetric lights and volumetric shadows
Particle and cloth simulation including forces, many emitter types, customizable constraint types, and collision geometry
Sound modules with full support for 3D sound and sound occlusion as well as streaming on all platforms.
A comprehensive LUA-based scripting solution, which is fully integrated into the SDKÂ´s WYSIWYG workflow.
The Vision EngineÂ´s powerful animation system provides support for many of the animation methods in Autodesk 3ds Max and Maya. Optimized quaternion-based skeletal animations, morphing deformers, and vertex animations provide the basis for smooth, lifelike character animations. Skeletons and animation setups can be shared across meshes in order to save memory, while the sharing of animation results across entities allows for high-performance mass scenes with little performance impact.
Fully configurable animation trees makes dynamic layering and blending of arbitrary animations extremely easy. In keeping with the philosophy of creative and technical freedom, the Vision Engine additionally allows you to define your own vertex and bone modifiers, resulting in an extremely flexible animation setup.
Depending on the requirements of your game, animation can either be performed on the CPU, the GPU or the PlayStation 3Â´s SPUs, with many platform-specific optimizations ensuring optimal performance characteristics.
The Vision Engine provides a powerful yet easily customizable streaming solution that is an ideal solution for vast yet highly detailed landscapes and large indoor/outdoor environments. Almost all resource types can be streamed in the background, including geometries, terrain, textures, shader libraries, animations, and much more.
Streaming is fully integrated into the Vision EngineÂ´s scene editor, vForge, with its completely intuitive WYSIWYG workflow.
Optimized Platform Performance
The Vision Engine has been designed to provide exceptional high performance with a small memory footprint on all supported hardware platforms. A hand-tuned system of platform-specific optimizations ensures that both modern PCs and game consoles realize their maximum potential. Among the features accounting for the Vision EngineÂ´s high performance are:
Batching of primitives and elimination of redundant state changes
Scalable effects and Level of Detail
Efficient visibility culling system
CPU-specific optimizations (ISSE, 3DNow!, AltiVec)
GPU-specific optimizations (memory export, vertex fetch, instancing, etc.)
Efficient cross-platform multi-threading architecture makes it possible to fully utilize the potential of current and future multi-core platforms, including multi-core PCs, Xbox360, and PlayStation 3.
The game engineÂ´s multi-threading systems allow easy distribution of computing tasks across multiple CPUs/SPUs or hardware threads with very little overhead, thus taking full advantage of modern symmetric and asymmetric multi-core processors. Demo applications based on the Vision Engine have been chosen by Intel to demonstrate the performance benefits of computers with four and more CPU cores, yielding an almost linear performance gain.
In order to facilitate game-specific memory and performance optimizations, the Vision Engine ships with a convenient runtime profiling framework and provides a powerful resource management and analysis system. Performance bottlenecks can be easily identified and removed, while unused resources can be automatically purged and recreated.
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