Vision 2.0 is the successor to Vision 1.0 and adds several new features and fixes. It improves upon Vision 1.0's central messaging architecture, file format support, platform support, core rendering, and much more.

Following from Vision 1.0, Vision 2.0 adopts the Core-System design. This design requires the engine to be divided up into small and lightweight modules that fit into one of three categories: System, Core, and Application.

The designations are simply that System Layer modules are expected to expose a platform and application agnostic interface, and support multiple platforms beneath the hood. This layer generally consists of utilities and systems for file io, networking, thread support, memory management, etc.

The Core Layer is designed to rest atop the system layer, and provide platform-specific, yet application-agnostic features. This layer typically provides support for advanced graphics rendering, audio, input, higher level networking, and so forth.

Lastly, the Application Layer provides features that are application-specific, and comprise the bulk of the directly user facing code.



Platforms

Vision 2.0 was ported to a number of different platforms during its lifespan:

  1. HTML5 Capable Browsers

  2. Windows (all versions)

  3. Mac OSX 10.4+

  4. Xbox 360

  5. iOS 4.0+



Engine Features

Vision 2.0 adds the following key features above those of Vision 1.0:

  • Direct3D 9.0c+ & OpenGL 2.0 support

  • HDR Lighting

  • Quake III and Doom III level support

  • Demo recording, editing, and playback

  • Depth of field effects

  • Stereoscopic 3D Rendering

  • Revised Central Architecture

  • Revised Events System

  • Motion Blur Effect

  • Optimized Tri-strip Generator

  • Enhanced Player Physics

  • Light Trails

  • Debug Menu System

  • World Management System

  • Heat and Water Effects

  • Real-time Performance Profiler



Adoption

During its short life, Vision 2.0 was used by several different development teams for a variety of purposes. The most prominent perhaps was its work on the Xbox 360 where it served as a critical test bed for new hardware. It was used by teams at ATi, IBM, and Microsoft over a period of six months. Thus it is likely that this was the first functional game up and running on the alpha, beta, and final Xbox 360 hardware.


More Information

Please see the Project Vision 1.0 Section for a complete list of features carried over into Vision 2.0 from the prior iteration.


Screenshots




Downloads


  Vision 2.0b Demo for Windows (12.5 MB)
  Vision 2.0b Video High Quality (1280x720) (280 MB)
  Vision 2.0b Video 2 (1280x720) (60 MB)
  Vision 2.0b Readme (3 KB)



Videos