silent Posted June 13, 2018 Share Posted June 13, 2018 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: ftp://files.unigine.com user: upload password: 6xYkd6vLYWjpW6SN Link to comment
ivan.cuevas Posted June 14, 2018 Share Posted June 14, 2018 Thanks silent. This feature is very interesting. Link to comment
Klimczak.Jan Posted June 19, 2018 Share Posted June 19, 2018 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 Link to comment
silent Posted June 19, 2018 Share Posted June 19, 2018 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/ 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
Klimczak.Jan Posted June 19, 2018 Share Posted June 19, 2018 (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 June 19, 2018 by Klimczak.Jan Link to comment
silent Posted June 20, 2018 Share Posted June 20, 2018 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. 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
binstream Posted July 11, 2018 Author Share Posted July 11, 2018 2.7.2-beta2 is looking good for beta release this Friday or next Monday, with the production release within a week. 1 Link to comment
aargh Posted July 13, 2018 Share Posted July 13, 2018 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 Link to comment
sergej.koptev Posted July 16, 2018 Share Posted July 16, 2018 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! Link to comment
binstream Posted July 17, 2018 Author Share Posted July 17, 2018 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). Link to comment
binstream Posted July 19, 2018 Author Share Posted July 19, 2018 2.7.2 beta 2 is here: https://developer.unigine.com/forum/topic/4941-unigine-272-beta-2/ Your feedback is appreciated very much. 2 Link to comment
binstream Posted September 5, 2018 Author Share Posted September 5, 2018 Updated roadmap for 2.8 version. 1 Link to comment
jure.brkan Posted October 3, 2018 Share Posted October 3, 2018 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. Link to comment
silent Posted October 4, 2018 Share Posted October 4, 2018 Hi Jure, Currently we do support OpenGL 4.5 and DX11.0 features (most widely spread). Vulkan and DX12 are planned for 3.x branch. 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
werner.poetzelberger Posted October 23, 2018 Share Posted October 23, 2018 Please consider to maintain the Tracker tool! Link to comment
piotr.karkocha Posted December 17, 2018 Share Posted December 17, 2018 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? Link to comment
silent Posted December 18, 2018 Share Posted December 18, 2018 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: ftp://files.unigine.com user: upload password: 6xYkd6vLYWjpW6SN Link to comment
binstream Posted December 20, 2018 Author Share Posted December 20, 2018 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. 1 Link to comment
demostenes Posted March 12, 2019 Share Posted March 12, 2019 How does it look with 2.8? Link to comment
binstream Posted March 13, 2019 Author Share Posted March 13, 2019 We plan to release 2.8-alpha preview within 2 weeks. 1 Link to comment
davide445 Posted March 18, 2019 Share Posted March 18, 2019 How will be possible to participate to the alpha / beta release testing? Especially interested on the BIM - ifc file import . Link to comment
silent Posted March 18, 2019 Share Posted March 18, 2019 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: ftp://files.unigine.com user: upload password: 6xYkd6vLYWjpW6SN Link to comment
david.sanda Posted April 2, 2019 Share Posted April 2, 2019 Any new tentative date for 2.8? Link to comment
silent Posted April 3, 2019 Share Posted April 3, 2019 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: ftp://files.unigine.com user: upload password: 6xYkd6vLYWjpW6SN Link to comment
demostenes Posted April 3, 2019 Share Posted April 3, 2019 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. Link to comment
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