GET UNIGINE Table of contents: Recent news: 2020-11-24 UNIGINE 2.13: GPU Lightmapper, Volumetric Clouds Upgrade, Better Anti-Aliasing, New Terrain Tools Preview 2020-07-31 UNIGINE 2.12: Faster Physics, Better Clouds, Earthworks Demo, Advanced Particle Systems 2020-04-10 UNIGINE 2.11: Community Edition, Performance Optimizations, Better Particles, Archviz Demo 2019-12-25 UNIGINE 2.10: New Terrain, Improved C++/C# API, Editor Plugins, Vehicle System 2019-08-16 UNIGINE 2.9: C# Component System, Better Shadows, SSSSS, Dome Screens Support, Weather Add-On 2019-04-30 UNIGINE 2.8: Improved Data Streaming, Cached Shadows, Refactored Editor, Better Vegetation 2018-12-27 UNIGINE 2.7.3: Major UnigineEditor Update, Properties and Component Systems Upgrade, IG Template, Experimental Road Tool 2018-08-10 UNIGINE 2.7.2: CAD Models Import, Improved Collaboration, Impostors and Terrain Holes 2018-06-03 UNIGINE 2.7.1: Improved Voxel GI, Forced Shaders Compilation, Water Performance Optimizations, Stabilization 2018-04-26 UNIGINE 2.7: New Voxel GI Solution, Synthetic Terrain Generation, Improved Assets System, Refactored Properties, More Dynamic Environment

Indoor system is ready!

It seems that this devlog is updated primarily on weekend. We are busy with development, support and new demos production on other days, sorry.

Recent changes:

  • Minimization of CPU cache misses.
  • DIP speed increase up to 550 kDIP/s (OpenGL) and 360 kDIP/s (Direct3D9).
  • GUI improvements ( script should be used for migration).
  • System of sectors and portals.
  • Reduction of allocation count per frame.
  • Some changes in materials concerning alpha testing.
  • ASCII Scene Export (ASE) format support.
  • Wavefront OBJ (OBJ) format support.
  • World, parent and local transformations of objects in UnigineEditor.

Minimization of CPU cache misses was a real headache for Frustum (if someone still doesn't know him, it's our lead developer, Alexander Zaprjagaev) but the juice was worth the squeeze, now we have a noticeable performance improvement.

Indoor system (sectors, portals and occluders):
Sectors and portals

Last time we forgot to show a screenshot regarding immovable dynamic lights optimization, you can see it below. There are 40 (sic!) dynamic lights (omni directional with enabled shadows) in the scene - 6.400.000 polygones without the optimization, only 194.000 polygones with it. Not bad, huh?
Lights optimization

By the way, the screenshot is taken from our new large-scale demo, which will be ready only in 5-6 months, but it will be very interesting surprise. Sorry for the strange perspective, we just don't want to reveal the secret before time.