GET UNIGINE Recent news: 2021-04-09 UNIGINE 2.14: Cumulonimbus Clouds, C# 9, Water Wave Spectrum Control, New Landscape Generator 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
Table of contents:

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 (upgrade.py 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.