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

ObjectWaterMesh, MinGW and a bunch of bugfixes

Recent changes:

  • New ObjectWaterMesh object for small water pools.
  • Improvement of build scripts (new variable "g_compiler" in addition to "g_os"), added support of MinGW (engine can be built with it, but the build will not be properly functional; tools are working ok).
  • All console variable are now declared in source/engine/EngineConsole.h.
  • "manager_create_*" console variables are renamed to "manager_preload_*".
  • Fixed mouse scroll handling in Linux.
  • Bones visualization mode in ResourceEditor / Viewer.
  • Fixed collisions of RagDoll with BodyDummy.
  • Fixed "unknown body" bug in physics solver.
  • Non-intersectable objects now can be selected by double-click in UnigineEditor.
  • 2 samples of LODs usage.
  • Object's materials are now handled by the material class.
  • A bunch of flags in objects for surfaces (collision, intersection, shadows and so on).

By the way, building Unigine with MinGW on win32 have helped refactoring win32-specific code because GCC is a little bit more verbose than MS VS.


Water updates