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Trinigy Aims For Runtime, Workflow Enhancements With Vision Engine 7.6

Trinigy has released a new version of its 3D Vision Engine, adding new features largely aimed at enhancing workflow and runtime power -- including new animation and component editors, and new integrations with partner tech.

Leigh Alexander, Contributor

September 2, 2009

1 Min Read
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Engine provider Trinigy has released a new version of its 3D Vision Engine, version 7.6, with new features largely aimed at enhancing workflow and runtime power. Trinigy has added new animation and component editors, deferred rendering, and several new integrations with partner technologies. The latest Vision Engine adds an animation transition editor, which the company says helps animators create transitions without programmers' help. Additionally, behaviors and properties can be applied to objects on the fly using vForge; the terrain editor has also been upgraded with support for unique maps. Deferred shading is also now fully integrated into vForge. On the runtime front, deferred rendering has now been "highly optimized" for each platform, including time-of-day, screen-space ambient occlusion and cascaded soft shadows, among others. LUA scripting integration has been integrated, and a new PS3 renderer has been added. Finally, Vision Engine now supports DX11-based hardware. Vision Engine's partner tech integrations now include Natural Motion’s Morpheme, Scaleform GFx 3.0, SpeedTree 5 and Kynapse AI. "The growth of new technologies and the speed at which those technologies are coming to market have given rise to new forms of games and new methods of distribution,” says Trinigy managing partner Dag Frommhold. "Supporting those changes requires middleware that is flexible enough to help a wide range of teams achieve higher quality content faster for multiple platforms and genres. Trinigy’s Vision Engine has always been designed to do just that and every feature of this latest release builds on that core principle."

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2009

About the Author

Leigh Alexander

Contributor

Leigh Alexander is Editor At Large for Gamasutra and the site's former News Director. Her work has appeared in the Los Angeles Times, Variety, Slate, Paste, Kill Screen, GamePro and numerous other publications. She also blogs regularly about gaming and internet culture at her Sexy Videogameland site. [NOTE: Edited 10/02/2014, this feature-linked bio was outdated.]

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