danie at November 2nd, 2005 10:00 — #1
The screenshots show our new 'vForge' editor from the recently released Vision 5.0 3D engine. vForge is a game creation tool with comfortable WYSIWYG (What You See Is What You Get) editing. Since the engine in running in the editor, all game code like physics, AI and sound can also be executed. This allows artists to create and modify scenes in-game and even play the game interactively in the editor. Immediate graphical feedback and parameter tweaking without re-exporting a scene greatly increases the final game quality.
The first screenshot shows a scene with normal maps lit using dynamic pixel-pixel lighting with stencil buffer shadows. It also shows a volumetric light effect with tweakable handles for easy editing. The second screenshot shows a particle emitter and collision constraints being edited in real-time so sparks bounce off the pipe.
vForge is not just an editor, but also a framework of reusable C# libraries. These libraries communicate with the native (C++) engine through Managed C++ and provide functionality like an embedded engine view, Undo/Redo, Property Editing and serialization.
The user-interface is a separate C# application which means programmers can completely customize it and develop an editor perfectly suited to their own game's needs. vForge can also be easily extended via plugins written in C#. This way, custom game-specific shapes such as triggers or AI nodes, can be provided for artists. Custom shapes benefit from the whole spectrum of vForge's editing conveniences, such as copying, undo and graphically linking to other shapes.
More information can be obtained at [www.trinigy.de](www.trinigy.de)
corey at November 2nd, 2005 22:33 — #2
What kind of output is available? Vision 3D loadable worlds only?
The interface looks like it could be handy -- would have to see what kind of object interaction there is.
Does it handle terrain mainpulation at all or have semi-play capability for testing vehicle/person interaction too apart from the object-scene animation?
thenut at November 3rd, 2005 00:06 — #3
Hmm, would have been nice to mention the engine is commercial, but I guess that's obvious from the screenshots =)
It would be nice to see a rolling demo of Trinigy to see how well the engine performs on lower end hardware. Also, does the engine support 2D GUI widgets?
jufa at November 3rd, 2005 06:49 — #4
pretty neat i like that (from what it looks like)
off-topic: how come he has 0 posts?
danie at November 4th, 2005 07:21 — #5
>What kind of output is available? Vision 3D loadable worlds only?
Yes it uses our own format. We provide a serialization framework so customers can also write their own custom game objects and data into the final files for their game.
>Does it handle terrain mainpulation at all
This will be in the next update. We already have an internal version that can paint height values or terrain layer blending in real-time.
>or have semi-play capability for testing vehicle/person interaction too apart from the object-scene animation?
We currently have 3 modes:
-Animating: Particle and other effects are animated, but you can still edit them
-Playing: Full game code is running (physics, AI, user interface)
Since the editor is cusomizable, game developers can easily add an extra "semi-play" button and decide in their game code exactly what they want to simulate .
>It would be nice to see a rolling demo of Trinigy to see how well the engine performs on lower end hardware.
We have a trailer from Games Convention 2005 showing some games. Some of these games also run on older hardware like Geforce2 or ATI 7xxx.
>Also, does the engine support 2D GUI widgets?
Yes, we have a sample that shows the typical widgets (buttons, text files, lists,..).
michaelclayton at April 25th, 2011 04:58 — #6
I can't open your website. Is there any problem with your hosting?
leoa at May 6th, 2011 08:24 — #7
I just visited the site. The link is working.
VForge is cool. It surely is an advanced game development tool.
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