GET UNIGINE Table of contents: Recent news: 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 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

Bugs depopulation

Recent changes:

  • Fixed crashes on OpenGL / NVIDIA.
  • Fixed wrong collisions of a mesh with a convex hull.
  • Fixed higlighting of sliders in GUI.
  • No more stalls during grass generation.
  • Clusters speedup.
  • Optional warm start for particle systems.
  • Multi-threaded update of world nodes.
  • Reduced memory consumption by meshes (32 bytes for static mesh vertex, 48 bytes for skinned mesh one).
  • Two-pass preprocessing of scripts for full collection of data on classes and prototypes.
  • Added a new sample of selecting objects by mouse (data/samples/systems/selection_00).
  • Added experimental Cg shaders for NVIDIA GPUs, that translate GLSL code into NVIDIA OpenGL assembler instructions (this approach provides 5-10% performance boost in OpenGL in comparison with high-level GLSL code).
  • Added OpenCL wrapper.
  • Saving of unique IDs of nodes into world/node files.
  • Correct work of isVisible flag in nodes, besides that the list of visible nodes of a world is accessible now (engine.world.getVisibleNode(index)).
  • Fixed a heap of minor bugs.

Also we have two more people in the team: Nadezhda Ovchinnikova (technical writer) and Kuat Eshengazin (lead QA engineer).

PS: No pictures today, sorry.