grayfox3000 Posted October 12, 2015 Posted October 12, 2015 Hi! Can you tell what differences between "Sim SDK" and "Pro SDK" version? We're a little confused and can't find an answer on docs pages.
binstream Posted October 12, 2015 Author Posted October 12, 2015 Preparing this info for publishing later today or tomorrow.
grayfox3000 Posted October 12, 2015 Posted October 12, 2015 Thx! And another question - docs has an article about migrating U1.x -> u2.0, but what about 2.0RC -> 2.0? Can you provide a short list of differences between these versions to simplify migration?
qubblr Posted October 13, 2015 Posted October 13, 2015 Thx! And another question - docs has an article about migrating U1.x -> u2.0, but what about 2.0RC -> 2.0? Can you provide a short list of differences between these versions to simplify migration? Hi Vlad, all API and content changes from 2.0RC to 2.0 are available in the development log.
mahmoud.benzarti_ Posted October 14, 2015 Posted October 14, 2015 What about the GL Studio plugin? Will it be implemented in 2.1?
fredn Posted October 26, 2015 Posted October 26, 2015 Will the game framework be ported to C# C++ API? I was planning to do a C# port and maybe I can then help if you are interested... Thanks Fred
silent Posted October 26, 2015 Posted October 26, 2015 fredn We appreciate your help, but as far as I know porting GameFramework to the C++ is not planned in the nearest future. Thanks! How to submit a good bug report --- FTP server for test scenes and user uploads: ftp://files.unigine.com user: upload password: 6xYkd6vLYWjpW6SN
binstream Posted October 28, 2015 Author Posted October 28, 2015 Hi! Can you tell what differences between "Sim SDK" and "Pro SDK" version? We're a little confused and can't find an answer on docs pages. Here is the info: http://unigine.com/get-unigine
binstream Posted October 28, 2015 Author Posted October 28, 2015 Based on the customer's feedback on 2.0 release we have reconsidered priorities for some features, the releases plan is updated. Also, release date for 2.1 is set to November 9.
binstream Posted November 5, 2015 Author Posted November 5, 2015 New scattering system took some more time to implement and test, 2.1 release is moved for several days - more likely to be out until November, 13.
ming.lu Posted November 16, 2015 Posted November 16, 2015 Looking forward to version 2.1,what about now?
silent Posted November 16, 2015 Posted November 16, 2015 ming.lu Release date moved a little bit further - to the end of this week, sorry. How to submit a good bug report --- FTP server for test scenes and user uploads: ftp://files.unigine.com user: upload password: 6xYkd6vLYWjpW6SN
thomas.heinze Posted November 16, 2015 Posted November 16, 2015 silent Does the 2.1 release include the browser update for OS X El Capitan?
binstream Posted November 17, 2015 Author Posted November 17, 2015 silent Does the 2.1 release include the browser update for OS X El Capitan? Yes, it does.
binstream Posted November 20, 2015 Author Posted November 20, 2015 Finally building, packing and deploying 2.1. ETA several hours.
danni.coy Posted November 20, 2015 Posted November 20, 2015 I was beginning to think you were taking a Douglass Adams approach to Deadlines :p
danni.coy Posted November 20, 2015 Posted November 20, 2015 currently trying to get 3d scans into Unigine... Looking forward to trying out the new sky
unclebob Posted November 20, 2015 Posted November 20, 2015 Hey Danni, Glad to see you there on the forum. This looks awesome!
demostenes Posted December 16, 2015 Posted December 16, 2015 I ve noticed, that road tool (road object) was postponed quite a lot, which is pitty, it is quite expected feature for us. Regarding functionality, it would be nice, if clutters were able to use such road object like mesh mask. So I can generate vegetation mask(s), put any road on terrain and vegetation wont be in the road area. In case I change road (I assume road would be generated via some re-editable spline), I dont have to modify clutter masks (which can go to dozens). Such feature would be huge timesaver.
binstream Posted December 16, 2015 Author Posted December 16, 2015 I ve noticed, that road tool (road object) was postponed quite a lot, which is pitty, it is quite expected feature for us. Regarding functionality, it would be nice, if clutters were able to use such road object like mesh mask. So I can generate vegetation mask(s), put any road on terrain and vegetation wont be in the road area. In case I change road (I assume road would be generated via some re-editable spline), I dont have to modify clutter masks (which can go to dozens). Such feature would be huge timesaver. Yes, unfortunately the roads were pushed back due to the fact that we are working on the geo-coords first (in order to be able to use the real-world road network data). Please post your requirements for the roads system here: https://developer.unigine.com/forum/topic/3647-roads-system/
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