The Vision Engine 8’s SDK provides an intuitive WYSIWYG (= what-you-see-is-what-you-get) workflow designed to maximize creativity and minimize time-wasting complexity. Artists can export art assets like geometry, textures, animations, materials or lights from their preferred modeling software into the scene editor, vForge. The scene can be interactively populated, visual effects can be created and tweaked in runtime, and all aspects of your gameplay can be fully tested without ever leaving the editor.
State-of-the-art and powerful exporters for the latest versions of Autodesk 3ds Max and Maya are available. Among other features, the exporters can export both static geometry and animated characters, including skeletal animations, vertex animations, and morph targets.
The Vision Engine’s scene editor, vForge, is the core tool of the content creation pipeline. It incorporates:
vForge fully supports prefabs and multi-user editing, providing a streamlined editing environment for artists and level designers. What's more, vForge is not just a static editor – it is a modular technology with a highly flexible architecture that allows you to easily create an editor perfectly suited to your workflow needs. Extending vForge with plug-ins written in C# is a matter of a few lines of code. You can expose custom, game-specific shapes such as AI nodes, or even features as complex as 3D brush painting for voxel editing to artists or level designers. All custom shapes benefit from the whole spectrum of vForge´s editing conveniences, such as copying, undo/redo and visual linking to other shapes.
vLux is a very powerful and very intuitive lighting tool that is perfectly integrated into the Vision Engine’s workflow. vLux includes:
The Vision Engine´s powerful animation system provides support for many of the animation methods in Autodesk 3ds Max and Maya. Optimized quaternion-based skeletal animations, morphing deformers, and vertex animations provide the basis for smooth, lifelike character animations. Skeletons and animation setups can be shared across meshes in order to save memory, while the sharing of animation results across entities allows for high-performance mass scenes with little performance impact.
Fully configurable animation trees makes dynamic layering and blending of arbitrary animations extremely easy. In keeping with the philosophy of creative and technical freedom, the Vision Engine additionally allows you to define your own vertex and bone modifiers, resulting in an extremely flexible animation setup.
Depending on the requirements of your game, animation can either be performed on the CPU, the GPU or the PlayStation 3´s SPUs, with many platform-specific optimizations ensuring optimal performance characteristics.
Developers can directly connect to a Vision-based game and remotely view and debug its LUA scripts - regardless of which platform the game is running on. What's more, the debugger looks and feels similar to Visual Studio, so developer's will immediately feel at home browsing code, setting breakpoints and inspecting variables. Code and variables can be changed dynamically, immediately taking effect in the running game.
The Remote Script Debugger also includes a powerful script profiler, allowing developers to quickly analyze the performance of LUA script code.
A large set of useful tools completes the package. This includes a model viewer and scene viewer for PC and game consoles, a resource viewer to monitor and benchmark all loaded resources and their memory footprint, and a bitmap font generator to turn arbitrary Unicode character sets into textures.
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