Trinigy Leads Game Engine Support for DirectX® 11

Eningen, Germany (PRWEB) September 10, 2009

Trinigy, an industry leading 3D game engine provider with over 100 licensees and offices in Germany and Austin, TX, today announced that it will be one of the first middleware developers to have built-in support for Microsoft DirectX 11 graphics processors from companies such as AMD (NYSE: AMD). The processor support, which can be found in Trinigy's newly announced Vision Engine 7.6, will boost the creative power of game developers by enabling artists to create more lifelike objects in games.

“Our customers consistently express their desire to push the boundaries of in-game graphics,” said Dag Frommhold, managing director at Trinigy. “DirectX 11 hardware from partners like AMD coupled with our mature game engine, will enable game developers not only to create more realistic graphics, but to deliver those graphics in-game without any detrimental effects on frame rates. We can't wait to see what this will mean for our customers' games.”

With major performance enhancements and features such as tessellation and compute shader, DirectX 11 promises to deliver smoother, less blocky and more organic-looking game graphics at higher frame rates with greater power efficiencies. Trinigy's latest product release – the Vision Engine 7.6 – will help game developers realize these benefits by supporting many of the features in DirectX 11 hardware, including support for contact-hardening shadows inside the new deferred rendering system, which will generate dynamic photorealistic soft shadows at superior frame rates.

For more information on the Vision Engine 7.6 and Trinigy's leading support for DirectX 11 graphics processors from AMD, visit http://www.trinigy.net.

About Trinigy
Based in Southern Germany and Austin, TX, Trinigy is a privately owned company committed to providing groundbreaking game engine technology and first-class support to video game and serious game development studios across the globe. Engineered to provide more creative and technical freedom, the company's Vision Engine is currently in use in more than 100 commercial game productions by well-known companies such as Ubisoft, Take 2, Dreamcatcher, NeoWiz, Spellbound, Robot Entertainment, Nitro Games and more.

The Vision Engine has proven its versatility in a multitude of game genres, including real-time strategy, racing, first-person shooters, role-playing games and massively multiplayer online (MMO) games. It is available and optimized for performance on PC (DX9, DX10), Xbox360, PLAYSTATION3, Nintendo Wii, XBLA, PSN and WiiWare.

For more information about Trinigy, its Vision Engine or its technology partners, please visit: http://www.trinigy.net.

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6 Responses to Trinigy Leads Game Engine Support for DirectX® 11

  1. says:

    been roasting chickens recently and the chicken salad sandie has become a mainstay of my diet. I love the idea of cutting mayo with lemon give that a whirl the next time around. And I second the comment about posting a recipe for the pretzel rolls; I lived in Southern Germany for awhile and those little guys are what I pine for the most. Danke!]]>

  2. says:

    is the vehicle that can take the passenger, an idea, around the world and back. All that is needed is the gas of determination. A driver with a sense of unwavering vision, and an engine of dedication that can climb the highest mountain.]]>

  3. says:

    full of shit just becouse beeing more informed then you?dude, get youself some info before posting a comment like that.and about Eidos, sorry but that just aint right :P must have thought of something else while writing^^ of course i was talking about Ubisoft. about you piece of shit post; Read this and die.Google on the Jerusalem problem and you will find the exact same things that already written here. so stfu plx :) ps. the following is NOT originally written by me”OK… so it is as I feared. As we all know, the PC version is the Cut, and it has several new mission types. I was hoping the guys at Ubisoft added these NOT in the specific .forge level files, but in an external file that is accessed for mission generation.It is not so.The programmers at Ubisoft, in their infinite wisdom, have decided that this is not the way they want to code their engine. They do not want to reuse code and resources or, God forbid, make it easier for themselves when the time comes to this game and patch it. They refuse to design their engine along industry lines and have universal resource packs and only changing assemblies for platform deployment (the way UE3.0, Viscous Engine and Vision Engine do it). No. they lump it all together and make life harder for themselves for absolutely no reason. As a side effect, it screws our idea of replacing the two faulty files (the Jerusalem and Arsuf .forge files) with the ones from the X360 version.The whole .forge format is ridiculously stupid. been reading most of them during the last several hours, and they just throw everything fraking able into it. Get a hex editor and open, for instance, the Damascus .forge file. The format is pretty simple:1. scimitar string2. zeroed bytes3. hashed header4. zeroed bytes5. real header (contains a list of resources in the file)6. zeroed bytes7+ definitions of the resources separated by zeroed bytesThe point is, they put everything in these .forge files. The Damascus file alone has diffuse textures, alpha maps, cube maps, code blocks, material mocap data, _foliage_ entity descriptors… you name it, put it in there. The format is basically a wrapper for anything they desire, which goes contrary to pretty much every game engine design concept I know of.This also means that the mission subroutines are also in the .forge files (search for “quest” in the Damascus .forge file and see the datablocks that hold the code). And so the PC-specific missions are also in there. And the X360 .forge files do not have these extra missions, so when we try replace the corrupt files with them, the exe basically crashes with “unresolved external symbol” errors (you see these without a debugger) because it find those code blocks.Point being, our lovely idea of swapping the corrupted files with the X360 ones fails. It really should have worked, and it would have had the Scimitar Engine been designed like every other modern engine today.In case wondering, this poor design is also the cause of the 2GB RAM minimum requirements, and 3GB for the recommended: the WHOLE .forge file needs to be loaded into memory if they want to use anything in it, they just load the they need (which is the sensible, rational and common way of doing it) because all one big file. You need the DataPC file in memory (200MB), the sounds .forge files (600 MB combined), and whatever level file you are in currently (usually around 700MB). For instance, wherever you are in the game, the game has loaded ALL of the sounds from ALL of the levels, even if in the main the single most retarded idea I have ever seen in engine design. “]]>

  4. alex says:

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  5. Mahmoud Asad says:

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  6. Travis says:

    Imagine wanting to create your own video game engine but you hate math and dislike the “depth” of it. Reasons I dislike math: technical and kinda boring. AT least to me it is kinda boring. more of a type of person.
    But it is my dream to create a game engine so I can then eventually create a video game and make massive profits and change humanity…SHHHH. *secret*
    But all the other stuff I need to learn with math: animation, modeling, character rigging, texturing, lighting, ect. IT NEVER ENDS!!!!

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