Physical destruction, bugfixes
2010-02-04
Recent changes:
- Added destructible body type: BodyFracture (it supports three destruction patterns).
- Performance boost in spatial subdivision.
- Removed intersection mask from BodyWater, it intersects with parent node now (like grass).
- Support of cylinder collision shape.
- Joints with softness set must be re-adjusted.
- Added full CCD for spheres and capsules.
- 'reflection' parameter of BodyWater is renamed to 'absorption'.
- Fixed assert in GUI on video mode change.
- Fixed sectors/triggers infinite recursion.
- Saving/restoring array iterators in UnigineScript.
- Fixed incorrect UV data of water in DirectX 10/11.
- Children particle systems with shift emitter use parent particles as emitters.
- Added more samples of particle systems.
- Tessellation optimization gives up to 30% performance boost.
- PSSM shadow geometry replication by geometry shader (controlled by the folowing console variables: gl_render_use_geometry_replication, d3d10_render_use_replication, d3d11_render_use_replication).
- Tesselated triangles count can be seen in 'RPrimitives' profiler counter.
- Added 'Reduce Mesh' feature into MeshViewer: it removes invisible inner triangles.
- Screensaver launch and power off blocking with running engine on Windows.
- Fixed wrong UV data in WidgetSpriteShader.
- Even more speed optimizations and minor bugfixes.
- Updated documentation on UnigineScript library.
Physical destruction of objects:
Another sample (also can be found in update Unigine SDK):
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