GET UNIGINE Table of contents: Recent news: 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 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

Direct PlayStation 3 port is completed

What's new:

  • Fixed property libraries loading bug.
  • Moving of disabled nodes doesn't affect performance.
  • Mouse pointer can be controlled via engine.gui.* namespace now.
  • Fixed object.setBody() and body.setObject() functions in UnigineScripts.
  • Distance-based fading of volumetric objects.
  • More detailed info on functions in EngineAnalyzer (input arguments are also printed now).
  • Changed decals storage format, please re-generate them (simply load world, select "Tools" -> "Batch" -> "Generate Decals" in the editor and re-save the world).
  • No more memory allocations in ObjectMeshDynamic during tangent space calculation.
  • All mesh-related things were migrated to two-vector tangent space basis.
  • Removed artifacts caused by transition from underwater to above-water modes and vice versa (take a look at updated Tropics demo in the SDK).
  • Added new fog for light scattering emulation in underwater mode.
  • Optional two-sided reflection for water.
  • ObjectMeshSkinned performance improvement.
  • Fixed bug with wrong destruction of multiple GUI.
  • Stack size can be defined for Thread.
  • Severe video memory optimizations.
  • Performance optimization of WorldLight.
  • Added plugins for Maya 8.5 64-bit.
  • Coordinate system is relative to the current coordinates of a NodeReference in NodeReference editing mode of UnigineEditor.
  • Completed non-interactive network viewer sample.
  • Added basic tutorials (see "Tutorials" section in the reference manual):
    • Adding Object into a New World.
    • Adding Animated Object into the Loaded World.
    • Setup Sky and Water.
  • NewNSIS-based installer for evaluation kit (fixed a lot of issues, including plugins installation).

PlayStation 3 port progress:

  • Direct PPU/GPU port of Unigine is completed, everything works very well (as it was expected).
  • All benchmarks (Sanctuary, Tropics and Heaven) works well on PS3, as well as SDK samples.
  • Major things left to do:
    • Add PS3 gamepad support.
    • Utilize SPUs for performance optimizations.
    • RSX-specific optimizations of shaders.
    • Prepare Unigine PS3 SDK and evaluation kit.

Heaven 2.0 running on PlayStation 3 (it looks the same as on PC w/o tessellation): Unigine Heaven 2.0 on PlayStation 3

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PS3 port is coming