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Releases plan for Unigine 2.x


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Posted

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.

Posted

Preparing this info for publishing later today or tomorrow.

Posted

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?

Posted

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

Posted

What about the GL Studio plugin?

Will it be implemented in 2.1?

  • 2 weeks later...
Posted

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

Posted

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

Posted

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.

Posted

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.

  • 2 weeks later...
Posted

silent

Does the 2.1 release include the browser update for OS X El Capitan?

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silent

Does the 2.1 release include the browser update for OS X El Capitan?

 

Yes, it does.

Posted

Finally building, packing and deploying 2.1. ETA several hours.

Posted

I was beginning to think you were taking a Douglass Adams approach to Deadlines :p

Posted

QxQUDOx.png
currently trying to get 3d scans into Unigine... Looking forward to trying out the new sky

Posted

Hey Danni,

 

Glad to see you there on the forum. This looks awesome!

  • 4 weeks later...
Posted

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.

Posted

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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