Releases plan for Unigine 2.x


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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.

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Dear customers,   We would like to share our plans on future releases, but please keep in mind that you should not fully rely on the roadmap nor make any business decision based on it.   U

Why 2.10 is taking so long? We are polishing the new terrain system. ObjectLandscape provides a lot of cool and long-awaited features: Extreme details up to 1 mm per pixel Adaptive

Updated roadmap for 2.14-2.16 in the first post. 2.14 beta will be available in the mid-March, with the full release by the end of March/early April. Next week we start the release stabilization

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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?

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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

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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

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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.

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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.

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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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