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

Tessellation

What's new:

  • Full transformations of point forces in particle systems, added 'rotator' and 'attractor' features.
  • Unicode names of joysticks.
  • Dedicated tree for objects with collision detection enabled.
  • All fonts and textures can be shared between GUIs.
  • Performance optimization for multiple ObjectGUIs.
  • Added Qt-based integration sample with multiple windows.
  • Deffered buffer is decreased in size for low shader profile.
  • Transfer of user-specified classes between C++ API and UnigineScript.
  • Billboards speedup.
  • More compact variables in UnigineScript.
  • Added new Expression class in UnigineScript, that can compile and execute arbitrary code in runtime.
  • Minor performance improvement of clouds.
  • Plugins for 3dsMax 12 (2010).
  • Correct replication of NodeReferences during assignment of properties and materials.
  • Added support of Cage mesh in NormalMapper, that allows to select a desired high-poly object.
  • Height textures are renamed into parallax ones, use '_h' postfix instead of '_p'.
  • Improved documentation on UnigineEditor and ResourceEditor.
  • Support of AMD hardware tessellator in ResourceEditor via AMD_vertex_shader_tessellator.

Hardware tessellation is a very attractive technology, artists can waste hours looking at real-time change of low-poly models tessellation. Unfortunatelly now it is available in OpenGL with AMD cards only. However, later this year Windows 7 is to be released, that introduces DirectX 11 with support of hardware tessellation.


Short video on YouTube demonstrating tessellation

PS: We also work very closely with AMD video driver team now, these guys provide really useful help with fast driver bugfixes for both Windows and Linux versions.

PPS: Our CEO (Denis Shergin) and CTO (Alexander Zaprjagaev) will attend GDC Europe, which will take place in Cologne, Germany this August. Please contact us via info@unigine.com to make an appointment if you would like to meet.