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Could Someone Guide me for Efficient Scene Management in UNIGINE using C++?
clause posted a topic in C++ Programming
Hello there, I have recently started working on a project using the UNIGINE engine; and I am aiming to develop a large scale; open world environment. My main focus is on optimizing scene management to ensure smooth performance across various hardware configurations. I have a few specific questions and would greatly appreciate any advice or best practices you can share; especially from those with experience in similar projects. What are the most effective methods for implementing spatial partitioning in UNIGINE? I understand that Octrees and Quadtrees are common approaches; but are there any specific considerations or optimizations unique to UNIGINE that I should be aware of? How does UNIGINE handle LOD for large environments; and what are the best practices for managing LOD transitions to minimize performance overhead and visual popping? With a large number of assets and textures; efficient memory management becomes crucial. Are there any recommended strategies for asset streaming or dynamic loading/unloading in UNIGINE to keep memory usage in check? In an open world scenario; physics calculations can be quite intensive. What techniques do you recommend for optimizing physics in UNIGINE; particularly for objects that are far from the player or outside the current view frustum? Also, I have gone through this post; https://developer.unigine.com/forum/topic/6449-best-way-to-run-ccsp-custom-async-tasks/ which definitely helped me out a lot. I am also using a mix of UNIGINE script and C++ for various parts of the project. Are there any tips for efficiently managing the interaction between UNIGINE script and C++ code; particularly to avoid performance bottlenecks? Thank you in advance for your assistance and help. -
I want to implement two windows so that only UI is displayed on one side of the main window and the other side. However, the AppWall plug-in allows one camera to output to two monitors. I want to know how to use AppWall to output UI-only windows and main screens. The version is using version 2.4.1
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Hello Is it possible to run Unigine but the Internet is not connected for a month? Connecting to the Internet to work with Unigine is really annoying. Is it possible to work with Unigine offline?
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particle system The only thing holding Unigine back
TheHighFlys posted a topic in Feedback for UNIGINE team
So..... where's Houdini support and a new modern updated particle system to actually handle proper particle simulations? This is the last final thing that's holding unigine back in my personal opinion and curious where it's at on the road map! -
Hi everyone, I started make video tutorials for Unigine 2.11.0.1 , You can see & use , This is my playlist about unigine, and I hope useful for you. Get started with 8 hours of free video tutorials full of tips you want. Playlist 1 Playlist 2 With respect Ahmad Karami a computer teacher/ author book / test engineer / solo game developer
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new game engine 2022 Install Unigine 2.15 - Persian (Iran) Language
ahmad.karami posted a topic in Tools, Plugins, Materials & Tutorials
Install Unigine 2.15 - Persian (Iran) Language-
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- install unigine
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Hi Unigine Forum Team, I recorded a new bug video of the forum (Rumble Video Servers) , please fix it https://rumble.com/vw5fky-a-bug-in-unigine-forum-1-march-2022.html
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Hi Unigine Team, I verified MathLib.Lerp , this function have a bad bug. If the distance from the origin to the destination increases, The shooting point to the destination happens with a fast time interval! this is not correct! While this process should be uniform as a third parameter(speed*Game.Ifps). For example : The starting distance to the destination is 10 meters and the particle travels this distance in 2 seconds For example :The starting distance to the destination is 100 meters and the particle travels this distance in 20 seconds I think this function needs to be reviewed , or at least create another function, according to me, so that missiles and rockets can be designed. Thank you
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Which Language with API Complete in Unigine? C# or C++?
ahmad.karami posted a topic in Getting started
Hi Unigine Team, First : I must to say you , Thank you so much for public release unigine game engine , I used a bit unigine , this engine is amazing & awesome... Second : Big game dev team or small game dev team can make open world game or Big game with C# or C++ in unigine? Which Language With API Complete in Unigine? C# or C++? Three : Is it possible tell me, which games or simulate projects made with unigne website address? Sincerely Ahmad Karami A Teacher/Book author/Test engineer/Solo GameDev -
Hello, I'm using maya 2016 for 3d content creation and looking for plugin for maya 2016 version to export mesh (dynamic mesh also to use in unigine as a cloth). if you have an any other ideas, then share with me...I'm waiting for it. Mayur patel.
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Hi, We are triying to capture video VR Full HD video with HTC vives on Unigine. The problem is that we do not know how to capture the video in Full HD, what program or in what way have you captured the VR video that you have posted recently on Youtube? https://www.youtube.com/watch?v=2nAKoOpUInQ Thanks
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Hello! Just a quick question. After you run a hightmap through the terrain tool what do you do with the .ter file generated? I cannot seem to figure out how to import it. I am using Unigine SIM 2.1 evaluation version. Thank you for your time, ~Cody EDIT:: So far the only thing that sort of works is generating a new terrain, and then replacing the chunks with the .ter files generated from the hightmap. But when I do it like that, the displacement is nonexistent (pictures below).
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Hi, Our app is a java app that runs Unigine as a dll through jni. We send some messages to Unigine, but I'd like to not send them if the Unigine window isn't the active window. Sorry, there's probably an API call in the docs somewhere, just haven't found it yet. Thanks
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Hello all. We are currently in the process of creating an exterior scene which is gradually reaching its performance limit. I was wondering, rather than using real-time shadows, would it be possible to bake all of the shadows onto the terrain? Thanks EDIT: I've just realised that this has been posted in the 'Programming' section. Could you please move it to 'Content Creation'
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Hi all. I am fairly new to Unigine and gradually learning the various tools/features. My query is, I am looking to fade in an object when the player/camera is lets say 100 units away from the object, and then once the object is no longer in visible, it then fades out/de-animates. Is this possible to do without scripting? Possibly using the schemer? Thanks
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Will you plan or can you make Unigine for QNX OS? It wold be good to run Unigine on QNX RTOS. Although its not popular as embedded linux but its really fast OS. We may use Unigine on Embedded Systems for some projects but sometimes we think about qnx too... because its kernel is very good RTOS
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Given that UDK/UE3, Unity have the ability to deploy games into Flash platform (and Crytek announced that for CryEngine 3 too), we shall see AAA games playing in the browsers soon. Are there any plans on adding such feature into Unigine?
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Приглашаем на работу программиста хорошо знающего и разбирающегося в Unigine. Желательно человека принимающего непосредственное участие в разработке данного продукта. Основные обязанности - оптимизация и доработка движка под разрабатываемую MMORPG. Работа в Москве. Зарплата не менее 90 000 руб. marketing@digitalengine.ru