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:

Optimizations and very verbose scripts

Recent changes:

  • Instancing of skinned and dynamic meshes.
  • Much faster stereo rendering due to shadows optimization.
  • Terrain speedup.
  • Alpha-channel of specular textures is no longer responsible for reflections, it modulates specular power (glossiness) now.
  • Square brush in TerrainEditor.
  • Manager has been renamed to RenderManager.
  • Adjustable number of splits for WorldLights.
  • Fixed material preview bug.
  • Fixed flickering of water reflections.
  • Added initial angle and velocity scale for particles.
  • Visualization of occulsion query primitives in UnigineEditor.
  • Added terrain sample with unique texturing (terrain_01).
  • Intersection masks, functions get a mask as third parameter.
  • New order of arguments for initialization: Engine::init(UNIGINE_VERSION,argc,argv,project,password), where 'password' is a password for encrypted file packs.
  • Script and shader preprocessor accepts only angle brackets for #include directive.
  • Warnings on unused variables and arrays in scripts.
  • More verbose script interpreter output on errors, including file name and line number.

Some notes on instancing follows. There is a pool for 64 bones drawn in once, so there is a huge speedup on skinned meshes with simple skeletons. Cloned ObjectMeshDymamic are also instanced, they are drawn by 32 in a batch. Plus there are some performance improvements in instancing of static meshes.

Here are pics for today, particle-based fountains from our unannounced game:
Particle-based fountain
Particle-based fountain