Jump to content

Releases plan for Unigine 2.x


photo

Recommended Posts

Posted

The initial thought was to allow multiple ObjectTerrainGlobal placement over the dummy globe (basically, the mesh_base) with a smooth blending in-between the mesh globe and ObjectTerrainGlobal.

This still in R&D phase, so something can be changed later.

How to submit a good bug report
---
FTP server for test scenes and user uploads:

Posted

Thanks silent.

This feature is very interesting.

Posted

Hi,

What plan do you have with Component system ? It seems to be very good improvement. But still is experimental and very unstable and crashes Editor very often (especially as NodeReferences) so it is very difficult to work with it at the moment. The last update of SDK 2.7.1 don't touch Component in any way. In this forum you don't have notice any improvement or stabilization of Components for the upcoming versions of SDK.

So the question is what do you have a plan to do with Component system ? When it can be safe to use it ? 

Cheers,

Jan

Posted

Hi Jan,

Initial plan was to stabilize component system prior to 2.8 SDK update. We are still going to do it. Unfortunately, some things can be changed, such as: running Editor alongside with a running application with component logic. We plan to resolve that by disabling components inside Editor (you will not be able to load Editor on fly).

More changes and depredations in 2.8 SDK you can find here: https://developer.unigine.com/forum/topic/4871-unigine-28-deprecation-list/

 

  • Like 1

How to submit a good bug report
---
FTP server for test scenes and user uploads:

Posted (edited)

Hi Silent,

As you write disabling Components for Editor fixes crashes. It may be current workaround to not register it for Editor. So I will be still using it like that :) But also I am hope that you will find some solution to have it enabled in Editor in the further releases :)

 

edit:

Maybe for time when Component will be disabled in Editor you can add possibility to start app/game from Editor with enabled Components to improve iteration times ?

Edited by Klimczak.Jan
Posted
15 hours ago, Klimczak.Jan said:

Maybe for time when Component will be disabled in Editor you can add possibility to start app/game from Editor with enabled Components to improve iteration times ?

Sure, that's the plan :) Play button that will launch specific instance of the application is must have in that case.

  • Like 1

How to submit a good bug report
---
FTP server for test scenes and user uploads:

  • 3 weeks later...
Posted

2.7.2-beta2 is looking good for beta release this Friday or next Monday, with the production release within a week.

  • Like 1
Posted
On 7/11/2018 at 1:58 PM, binstream said:

2.7.2-beta2 is looking good for beta release this Friday or next Monday, with the production release within a week.

Hi Binstream

Great news, please add access to the beta for the company ESQ.

                                                                     thank you

                                                                          Jiri

Posted
On 7/11/2018 at 2:58 PM, binstream said:

2.7.2-beta2 is looking good for beta release this Friday or next Monday, with the production release within a week.

Glad to see it.
Can we get access to this beta-version?

Thanks!

Posted

If you had beta access before, you'll get access to 2.7.2-beta2 once it will be out (still ironing out some last minute crashes).

  • 4 weeks later...
Posted

Hi everyone,

I'm new here, want to thank you on trial.

Just discovering things here but didn't read all posts and have a question:

Does Unigine works with Vulkan API or how does it handles multi-core systems?

Thank You.

  • 3 weeks later...
Posted

Please consider to maintain the Tracker tool!

  • 1 month later...
Posted

Hi,

I heard about VRgineers and Unigine teaming up on integrating XTAL with the engine. Is there/will there be a plugin, similiar to Rift/Vive? Do you have any performance comparisons(fps) between Xtal and Rift on the same setup?

Posted

Hi Piotr,

Device is still on it's way to our development office, integration plugin was made by VRgineers. XTAL have higher resolution, so we expect that it might be a bit smaller framerate, but with recent changes in reprojection and hidden area configuration that shouldn't be a real show stopper.

Thanks!

How to submit a good bug report
---
FTP server for test scenes and user uploads:

Posted

Some clarification on 2.8 / 2.7.3 version numbers:

While working on the updated terrain system we gathered a lot of useful user feedback, so the scope of the feature has grown significantly. In order to avoid painful migrations, we decided to dedicate more time to polish the feature as much as possible, so it slipped into Q1 2019. Same thing with the full round Earth solution (because they share some codebase). These features will be kept in development branches for a while, they are not merged into the production one.

In the meantime, we have a lot of other planned for 2.8 features ready (and some much more), so we decided to release them as 2.7.3 this December. The beta builds are already available to companies with beta access, production release is planned for the next week.

  • Like 1
  • 2 months later...
Posted

We plan to release 2.8-alpha preview within 2 weeks.

  • Like 1
Posted

How will be possible to participate to the alpha / beta release testing? Especially interested on the BIM - ifc file import .

Posted

Davide,

To test a alpha build a vallid license is also required (there is no preview for Evaluation Kits available yet). Also, IFC format will be added after alpha build (there will be no IFC import in upcoming alpha test).

Thanks!

How to submit a good bug report
---
FTP server for test scenes and user uploads:

  • 3 weeks later...
Posted

David,

We are preparing builds for the alpha release, will be available in April (more likely mid-April). The changes are (short list):

  • Texture cache + multithreading (GPU) streaming of MeshStatic and Textures - less spikes on large scenes;
  • Internals refactoring of Editor (separate application now, no dynamic loaded plugin);
  • Multiple CIGI performance optimizations
  • Rendering improvements: Static shadows for Omni / Proj Lights
  • Refactored shaders for vegetation lightning
  • ... and many more! :)

Refactoring of ObjectTerrainGlobal and ObjectPlanet will be introduced later due to enormous changes that's impossible to stabilize now.

Thanks!

How to submit a good bug report
---
FTP server for test scenes and user uploads:

Posted
4 hours ago, silent said:
  • Refactored shaders for vegetation lightning

Great, I ve just wanted to give feedback, that it needs some changes (directional light vs leaves shading issues), so looking forward to this :)

Do you have ETA for new terrain? This is starting to be issue for us, since we plan big terrain refactoring and without knowing features of the new terrain, we have to wait to not do the work twice. I also want to ask, if planet will be available in engineering edition.

Thanks.

×
×
  • Create New...