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Features
  Engines of Creation: An Overview of Game Engines
by Jon Jordan
16 comments
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October 28, 2008 Article Start Previous Page 10 of 12 Next
 

Trinigy

German middleware company Trinigy may not be a household name when it comes to game technology, but over the years it has steadily built up its presence from its central European heartland to pick up clients in Asia, the U.K. and the U.S.

The engine features advanced lighting and shadowing features, with particular attention recently being paid to stream processing and multi-threading.

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Other components include integrated physics, animation, particle effects and audio. The next major release of the Vision Engine (version 7) will see significant improvement in areas such as visibility and occlusion processing, instance scripting and support for third-party tools.

In term of game development, the Vision Engine links into the vForge editing framework -- something that's designed to be extended and customized using the C# programming language so gameplay features can be exposed for artists and level editors.

An important part of the system is the vLux light-mapping tool that enables you to pre-process and bake static lighting information into your textures.

Interactive shader editing, the addition of dynamic effects, volumetric effects and camera paths can be carried out within vForge too, while future releases of the tech will include enhancements between the art pipeline and tools such as 3ds Max and Maya.

Vision Engine

Features: HDR renderer supporting radiosity-based, normal-mapped illumination; integrated physics, particle, animation, cinematic playback and audio components, vForce development environment including vLux light mapping tool

Platforms: PC, PlayStation 3, Xbox 360 (Wii in development)

Integration with Other Technologies: Bullet Physics, FMOD, Kynapse, ODE Physics, PhysX, ProFX, ScaleForm and SpeedTree, plus plug-ins for 3ds Max and Maya

Cost: per-title/per-platform fee without royalties. Details available on request

Released Games Include: Alarm for Cobra 11 (Exozet), Back to Gaya (4Head), Helldorado (Spellbound), The Show (16Tons), Undercover (Sproing)

Games in Development Include: Dungeon Hero (Firefly), Gothic 4 (Spellbound), Warlord (Neowiz)

www.trinigy.net


Spellbound's Airline Tycoon 2

 
Article Start Previous Page 10 of 12 Next
 
Comments

Wyatt Epp
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For reference, does "PC" refer to Windows, Linux, and Mac or just Windows (yes, I could search for it, but I rather feel that it should be clear by the article already).

On a related note, I'm pleased to find that there's more support for Linux than I previously thought. I'll have to look at a couple of them closer.

Simon Carless
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PC will mean Windows in this context, I believe - apologies for confusion.

ken sato
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Prod groups have to pay particular attention when selecting a middleware solution for a project. It's relatively easy to lose any benefits from a lack a engine familiarity on all parts of the dev group from assets to code. The critical point always seems to be time rather than complexity or quality. Interesting article.

Jason Maskell
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This article is essentially a list of a few middleware engines with their prices and features, with no relevant info that we couldn't find in a press release. There's not even a feature grid, as is usual in fluffy, value-judgement free pieces like this. How is this article at all useful?

Tristan de Ines Rodriguez
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Wow. It blows me away that Oblivion and CivIV are running on the same engine.

Marque Pierre Sondergaard
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Where is the Unity engine?

Simon Carless
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Marque: this round-up was written for Game Developer magazine originally, and we couldn't include some other engines, including, Unity, for space reasons. The next version will include Unity, though, since we can see that they're increasingly important (see our coverage of the Unity 08 conference last week).

Abdu Kho
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Like this Article it looks helpful. Also will PS2 work for these engine's if it says PS3?

Andrew Heywood
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This is nit-picking, but:

> It's safe to say Epic's Unreal Engine 3 is the current,
> de facto industry standard middleware

It's safe to say that it's currently the most popular 3rd party engine for AAA current-gen titles. That's not really the same thing as being a de facto industry standard. You wouldn't say the Ford Focus is the de facto standard for UK cars, just because it has the largest market share. By definition a de facto standard has to be so completely ubiquitous that anything other than it seems odd - that's not Unreal 3's status.

Andrew Heywood
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I mean, does it even have a majority market share when considering only games which use primarily 3rd party engine tech?

Robert Zamber
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I was really surprised not to see unity mentioned.

Robert Zamber
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Duuurrrr I didn't read Carless's post. So ignore previous :)

Isidro Angel
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A lot of goods Game Engine not appear in this list.

Like: Unity, Unigine, StemCell, NeoAxis, Quest3D.

And much more, there are Game Engines very good and the prices is more low.

Raj Android
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CryEngine 2 :)) I'm really surprised that they are featured everywhere as a commercial engine but till now, there hasn't been any single game (other than their own) published using this engine and just one game in making (AION). Their response time and attitude is absolutely different from other engines like Unreal, Gamebryo, Trinigy Vision etc. Totally unprofessional if we consider them as a commercial engine provider.

Steven 'lazalong' Gay
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Open-source? Free?

Shouldn't this article be called "List of expensive commercial engines" ?

Why not the Nebula engine?

Or ... well.... the list is long: http://en.wikipedia.org/wiki/List_of_game_engines





Christopher McLaren
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Theres a whole list of engines that should be listed (C4, NeoAxis, Unigine, Quest3d, etc).

Game engines have come a long way in the last few years and the commercial engines that had the market to themselves need to realise that they face competition and need to restructure thier licensing. the engine with the best tools and licensing will make a lot of money.


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