GET UNIGINE Table of contents: Recent news: 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 2017-10-20 UNIGINE 2.6: Editor2, Improved Multi-Channel Rendering, Procedural Landscape Generation, VR Template 2017-05-31 UNIGINE 2.5: Screen-Space Ray-Traced Global Illumination, Vector Roads API, Landcover Data Support, Superposition Demo 2017-03-01 UNIGINE 2.4.1: Stabilization, Interactive BIM Demo 2017-02-06 UNIGINE 2.4: New Multi-Layered Volumetric Clouds, New Terrain, Oil Refinery Demo 2016-09-19 UNIGINE 2.3.1: Landscape Optimizations, Compute Shaders Support, Renderer Optimizations

Don't worry, we are still here

There were no updates for a while because we are messing up with our new office, sorry (at the moment almost everything is done, we are ready to move in). Plus we were at Russian Game Developers Conference (KRI), it also took some time. Anyway, the development goes on even within these circumstances, so don't panic.

By the way, we met some of our customers at KRI (including Afterfall developers), we hope those meetings being fruitful.

Current update provides the following:

  • New sound module is almost ready (except for reverberations).
  • Added sound usage samples (data/samples/sounds).
  • Improved ControlsApp: keys and buttons can be assigned from scripts.
  • Optimized mesh intersections.
  • Lightmap generator for all types of lights in UnigineEditor.
  • User-adjustable containers inside "Materials" and "Nodes" windows.
  • Great speedup of ResourceEditor / NormalMapper (now it uses dedicated tracing code).
  • Less memory consumption by NormalMapper, it's more stable in Windows now.
  • color_scale instead of alpha_scale in shaders.
  • New WidgetVPaned and WidgetHPaned widgets, which can be adjusted in size by a user.
  • Access to a swizzled member of arrays is allowed from user classes now: foo.array.size().
  • Access to methods and members of a class is allowed if the object is a member of another class now: foo.file.close().
  • isCallbackEnabled() in UnigineScript.
  • copy, swap and compare functions for arrays in UnigineScript.
  • Case-insensitive mode for filesystem (data_icase console variable).
  • 'hidden' flag for widgets (it controls visibility).
  • New WorldTrigger object with callbacks (see data/samples/worlds/triggers_00.cpp).

We are going to get back to normal development pace in 2 weeks.