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

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, engine.world.getIntersection() 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