>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,..).