binstream Posted March 13, 2020 Author Share Posted March 13, 2020 Updated roadmap in the first post. Please be aware that the list is not 100% complete or accurate. Looking back we see that substantial amount of features arises from customer's requests, so please don't hesitate to post your suggestions in the corresponding section of the forum. Link to comment
rohit.gonsalves Posted March 18, 2020 Share Posted March 18, 2020 Wonderful updates to Road map.. I am really happy to see two new updates. 1. Community Edition in 2.11 : This will take Unigine popularity to next level. 2. 2.12: Tracker API C++: All members will be in love with it.. Wanted it from so long. All the best. Rohit 1 Link to comment
binstream Posted March 18, 2020 Author Share Posted March 18, 2020 6 hours ago, rohit.gonsalves said: Wonderful updates to Road map.. I am really happy to see two new updates. 1. Community Edition in 2.11 : This will take Unigine popularity to next level. 2. 2.12: Tracker API C++: All members will be in love with it.. Wanted it from so long. All the best. Rohit Reworked Tracker is scheduled for 2.12+ - not necessarily the 2.12 itself. We have done some preliminary work, but still a lot to do here. Link to comment
binstream Posted March 30, 2020 Author Share Posted March 30, 2020 Status update on 2.11 release: after alpha and beta feedback we are working on some issues found, but overall the release is almost ready. More likely it will be available next week, if there will be no critical showstoppers found. 1 Link to comment
binstream Posted April 28, 2020 Author Share Posted April 28, 2020 Updated roadmap for 2.12. 3 Link to comment
ralf.preininger Posted May 3, 2020 Share Posted May 3, 2020 Hi, some details about video textures in 2.12 available? thanks Ralf Link to comment
silent Posted May 6, 2020 Share Posted May 6, 2020 That's not entirely correct wording, I'm afraid. We will add new codecs (VP9 is the main candidate right now). You still should use WidgetSpriteVideo for video playing in runtime on GUI or meshes. 1 How to submit a good bug report --- FTP server for test scenes and user uploads: ftp://files.unigine.com user: upload password: 6xYkd6vLYWjpW6SN Link to comment
davide445 Posted May 29, 2020 Share Posted May 29, 2020 On 8/21/2015 at 8:46 AM, binstream said: Valve Index + SteamVR input + finger tracking Need to finalize a proposal needing hand tracking, after testing it I'm vary on the usage of LeapMotion. The integration of Valve Index finger tracking it's still on track for 2.12? Link to comment
binstream Posted July 14, 2020 Author Share Posted July 14, 2020 On 5/29/2020 at 10:59 PM, davide445 said: Need to finalize a proposal needing hand tracking, after testing it I'm vary on the usage of LeapMotion. The integration of Valve Index finger tracking it's still on track for 2.12? Unfortunately slipped to 2.13. Link to comment
songtao.han Posted July 16, 2020 Share Posted July 16, 2020 It's mid July now,. Guys? Where is 2.12? I can't wait any more! Link to comment
silent Posted July 16, 2020 Share Posted July 16, 2020 Almost there, fixing critical bugs :) 2 How to submit a good bug report --- FTP server for test scenes and user uploads: ftp://files.unigine.com user: upload password: 6xYkd6vLYWjpW6SN Link to comment
rdhb.rdhb Posted August 1, 2020 Share Posted August 1, 2020 Greetings, It has been asked in past but i wanted to ask again. (Just like it has been mentioned in past replies, a powerful solution like blueprints) Is node-based visual scripting system planned for sooner builds ? Thank you Link to comment
silent Posted August 3, 2020 Share Posted August 3, 2020 rdhb.rdhb We do have plans to do it eventually, but more likely no this year. How to submit a good bug report --- FTP server for test scenes and user uploads: ftp://files.unigine.com user: upload password: 6xYkd6vLYWjpW6SN Link to comment
david.sanda Posted September 21, 2020 Share Posted September 21, 2020 Greetings, i have been wondering how far is 2.13 at this moment? Link to comment
binstream Posted September 21, 2020 Author Share Posted September 21, 2020 1 hour ago, david.sanda said: Greetings, i have been wondering how far is 2.13 at this moment? We are looking into the late-October/early-November release. Several major features are already done, working on some more. Alpha version to be expected in 2 weeks. 4 Link to comment
binstream Posted September 24, 2020 Author Share Posted September 24, 2020 Shader graph for node-based editing of materials, to be released in UNIGINE 2.14 (in all SDK editions). This is the work-in-progress prototype, not a final look. More node-based systems (including visual scripting) to follow. 5 Link to comment
demostenes Posted September 24, 2020 Share Posted September 24, 2020 1 hour ago, binstream said: Shader graph for node-based editing of materials, to be released in UNIGINE 2.14 (in all SDK editions). This is the work-in-progress prototype, not a final look. More node-based systems (including visual scripting) to follow. Good job! Anyway it looks like pandora box will be opened :) This was always double edged axe. On the one side it allows great material flexibility, on the other artists tend to create insane heavy materials instead of photoshop/quixel work...UE market place is nice example of this. Spoiler Link to comment
Amerio.Stephane Posted September 24, 2020 Share Posted September 24, 2020 This is really great! But as said above, there is a risk of overusing/misusing it. I hope you'll add some specific visualization of the shader consumption/performance impact to help alleviate this. I also like very much the fact that you can input small code directly into the connection slots! Good job! Link to comment
rdhb.rdhb Posted September 24, 2020 Share Posted September 24, 2020 (edited) That is a big step for UNIGINE, many thanks to UNIGINE Team for your tremendous effort. It is so early to ask this question but is there any release date for 2.14 ? Edited September 24, 2020 by rdhb.rdhb Removed spaces in the comment Link to comment
binstream Posted September 25, 2020 Author Share Posted September 25, 2020 7 hours ago, rdhb.rdhb said: That is a big step for UNIGINE, many thanks to UNIGINE Team for your tremendous effort. It is so early to ask this question but is there any release date for 2.14 ? Q1 2021 2 Link to comment
binstream Posted September 29, 2020 Author Share Posted September 29, 2020 Updated roadmap for 2.13 and 2.14+ (see the first post). 2 Link to comment
rdhb.rdhb Posted September 29, 2020 Share Posted September 29, 2020 4 hours ago, binstream said: Updated roadmap for 2.13 and 2.14+ (see the first post). Looks great! Vulkan renderer looks promising! There will be any improvement planned for AI ? Just like AI Perception system, EQS Testing, i could not see in documentation if these features exist in the engine. Thanks Link to comment
werner.poetzelberger Posted September 29, 2020 Share Posted September 29, 2020 Lovely. It opens creative processes. Prototyping in a rapid way, tests and be creative. Can be a very handy tool. Especially for non programmers powerful for creative processes. Personally I like that you guys go a bit that direction! Thanks! BEst.w. Link to comment
christian.wolf2 Posted September 30, 2020 Share Posted September 30, 2020 23 hours ago, rdhb.rdhb said: Looks great! Vulkan renderer looks promising! There will be any improvement planned for AI ? Just like AI Perception system, EQS Testing, i could not see in documentation if these features exist in the engine. Thanks Hi rdhb.rdhb, can you please describe, what do you expect from such an perception system? Same like Unreals perception and his EQS-system or do you need something else? I am currently working on an all-in-one AI plugin for UNIGINE, including dynamic navigation meshes, BehaviorTrees and Flocking/Steering system. Will be glad to know if some additonal components needs to be included in future. Link to comment
rdhb.rdhb Posted September 30, 2020 Share Posted September 30, 2020 4 hours ago, christian.wolf2 said: Hi rdhb.rdhb, can you please describe, what do you expect from such an perception system? Same like Unreals perception and his EQS-system or do you need something else? I am currently working on an all-in-one AI plugin for UNIGINE, including dynamic navigation meshes, BehaviorTrees and Flocking/Steering system. Will be glad to know if some additonal components needs to be included in future. Hello christian.wolf2, You are correct! Similar to Unreal approach. Perception system encapsulates the data and it is easier to process that data, it makes things more neat. EQS-system also is a good helper for solving different problems in AI as you know. Well thought! BehaviorTrees and Flocking/Steering system also with Blackboard component, it would be a significant improvement for AI section in UNIGINE. Link to comment
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