Havok, DX11, Water shaders, and multithread support means faster and slicker graphics capability for game developers on Trinigy’s Vision Engine 8. Vision Engine 8 has also improved workflow for studios intent on making their way into browser based gaming via the WebVision plugin.
Vision Engine 8’s WebVision is a downloadable plug-in for all common web browsers. Game developers can now work with the Vision Engine and its wealth of features, and quickly create stunning 2D or 3D browser-based games complete with animated characters, rich graphics, believable AI, physics, effects and more.
“The major platforms remain our core focus; however we cannot overlook the popularity of games delivered through and played in browsers,” said Dag Frommhold, managing director at Trinigy. “This new version of the Vision Engine delivers even greater workflow efficiencies, more impressive visual quality and more optimized performance for all the platforms we support; and with a few easy clicks, delivers those same benefits to studios developing for browser-based games as well.”
The cool technical improvements:
Extended Havok Physics Integration - Developers will be able to simulate static meshes, terrains, rigid bodies and character controllers using Havok Physics. A connection to the Havok Remote Debugger is also available.
DX 11 Support – Vision Engine 8 now supports Microsoft® DirectX® 11 graphics processors and features such as Shader Model 5.0 support, advanced soft shadows and tessellation to help developers create more detailed graphics at smoother frame rates.
Enhanced Multithreaded Support – Vision Engine 8 has been optimized to run on Intel® six-core hyperthreaded processors, which are capable of running up to 12 threads in parallel.
Sophisticated Water Shader – Vision Engine 8 provides a new, visually compelling water rendering system. Creating realistic water surfaces from rivers to oceans is now a matter of a few mouse clicks.
New Post-processing Framework – Vision Engine 8 provides a new, highly modular post-processing system that seamlessly integrates with both the forward and deferred renderers of the Vision Engine. New post-processing features – such as a new sun glare renderer – are included as well.
Console Resource Viewer – Initially available just for PC developers, Trinigy has extended the Vision Engine’s resource viewer to support all major platforms (Xbox360, PS3, Wii), enabling developers to know exactly how their platform’s memory is used and to optimize it’s performance as necessary.
Perforce Integration – Vision Engine offers a seamless integration into Perforce to enable better versioning of assets and more secure asset management within complex production environments.
LUA Remote Debugger – A new debugger for LUA scripts allows developers to inspect and debug script code of a running game.
New Audio System – Vision’s built-in sound system has been extended and optimized to provide streaming performance and to support additional sound formats.
Check out Vision Engine 8 at the GDC in booth 1334 tell them CG Channel sent ya!