The top 10 game engines as selected by Develop continues today with Vision Engine 7.5. We will be revealing a new entrant to the list every day until June 26th, so keep checking back to see which other tech providers you should be looking at for your next project…
Vision Engine 7.5
Platforms: PC (DX9 & 10), Xbox 360, PlayStation 3, Wii
Browser support: No
Cost: Available upon request
Published titles: Desperados 2 (Atari), Emergency 3 & 4 (Take 2), Warlord (Neowiz)
Titles in development: Dungeon Hero (Firefly), Arcania – A Gothic Tale (JoWood), plus unannounced Ubisoft and Neowiz projects
Middleware integrations: Bullet physics, Digital Molecular Matter, FMOD Ex, Kynapse, morpheme, NetDog, OpenAL, PhysX, ProFX 2, Quazal Net-Z, Scaleform GFx, SpeedTree, xaitEngine
Trinigy’s Vision Engine continues to pick up pace in the international market, and is actually leading in some respects (it’s the first engine to integrate Pixelux’s Digital Molecular Matter, as used in LucasArts’ Star Wars: The Force Unleashed, for example).
Although it might not be a name with the same clout of Unreal, its strongly genre-agnostic structure is clearly finding more and more fans across the industry. Version 7.5 – released earlier this year – adds a complete DirectX 10 engine that makes ‘full use’ of the DX10 feature set, as well as an enhanced PhysX integration that allows visual editing of physical properties and joints. The engine’s event and trigger system have also been fully integrated into the editor, and Wii support has also been overhauled.
“The feedback we get from our 100-plus licensees is that Vision is simply the best overall package,” says Dag Frommhold, managing parter at Trinigy. “The engine is completely genre-agnostic and is flexible enough to adapt to almost any project’s needs, whether it’s a casual game or triple-A title.”
Much effort has also been placed into Vision Engine’s multi-platform capabilities, with extensive optimisations provided for each platform. Scenes and models can be examined live on the actual machine for instant on-target viewing, while console-specific features – such as SPU balancing on PS3 and direct GPU to memory export on Xbox 360 – ensure that performance is equal on comparable targets.
Finally, extensive documentation is available, including over 60 sample applications – ranging from concepts as simple as Hello World to efficient use of multi-threading. A number of sample scenes are also provided to demonstrate powerful features to artists, and video tutorials can also be downloaded from the Trinigy website.