GET UNIGINE Table of contents: Recent news: 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 2017-12-22 UNIGINE 2.6.1: Improved Multi-Channel Rendering, Runtime Grass Modification, Distributed Terrain Generation, Stabilization

Less physics iterations, more docs

Recent changes:

  • Static library linkage under GCC 4.
  • Joints performance optimization.
  • Bunch of new physics samples.
  • Integer vectors in Mathlib.
  • Runge-Kutta integration of rotation.
  • JointWheel improvements: it can work correctly with low iteration count because of subiterations.
  • Contacts solver was taken out of BodyRigid into special Solver class.
  • Reducing of default iteration count for physics from 8 to 4 due to increased stability.
  • Objects handling sample: attaching a mesh to some bone of skinned mesh (useful for attaching weapons to a character).
  • "Engine Architecture" and "Execution Sequence" articles in "Principles of Operation" section of the manual.

Now we can randomize contacts and joints processing per-object and even per-contact, it produces a lot of CPU cache misses, however it brings drastically improved stability. Outside physics our main development efforts for the moment are works on terrain system, including corresponding materials and tools.

Meanwhile Unigine reference manual is becoming better and better, this is one of the pictures from "Principles of Operation / Execution Sequence" article: Frame time line

By the way, if you are interested, here is almost all of our Tomsk branch crew (other people work remotely):
Unigine Tomsk crew
From left to the right: Andrey "Pluton" Kushner (Lead 3D artist), Peter "Ruby" Sannikov (3D artist), Alexander "Frustum" Zaprjagaev (CTO, Lead developer and The Brain), Denis "Binstream" Shergin (CEO, Project manager), Valentina "Fattie" Vaneeva (Technical writer and Tools developer) and Eugenia "Jane" Shergina (Designer, Art supervisor). Our team is not so big, but extremely effective: the results speak for themselves.