frustum Posted September 3, 2010 Share Posted September 3, 2010 Three useful features in additional to terrain will be available next update: * WorldClutter: can generate infinity number of node references around player by mask image * WorldOccluderTerrain: renders correct occluder by simple heightmap image * PhysicalTrigger: works in same way as WorldTrigger but uses physical world and can have non-box shape Link to comment
ulf.schroeter Posted September 3, 2010 Share Posted September 3, 2010 really good work ! Link to comment
alexei.garbuzenko Posted September 3, 2010 Share Posted September 3, 2010 Terrain occluder looks really great! The only unclear thing is why do we ever need it as separate object but not a part of ObjectTerrain? Also in movie we see polygon count improvement, but almost no real render time boost. I'm pretty sure that is only movie-related issue so it would be nice to see two screenshots with this occluder on and off. Link to comment
frustum Posted September 4, 2010 Author Share Posted September 4, 2010 Terrain occluder looks really great! The only unclear thing is why do we ever need it as separate object but not a part of ObjectTerrain? Also in movie we see polygon count improvement, but almost no real render time boost. I'm pretty sure that is only movie-related issue so it would be nice to see two screenshots with this occluder on and off. We can use WorldOccluderTerrain as occluder for mesh based environment like city with big amount of building. Moreover this object uses simplified height map. This is no performance improvement in this sample because of Fermi video card and small amount of rendered polygons. WorldOccluderTerrain adds 1-2ms of rendering time currently. Link to comment
frustum Posted October 20, 2010 Author Share Posted October 20, 2010 Global illumination is almost ready :) Link to comment
ulf.schroeter Posted October 21, 2010 Share Posted October 21, 2010 Hi Alexander, looks very nice ! Will effect support anti-aliasing ? Link to comment
steve3d Posted October 21, 2010 Share Posted October 21, 2010 looks nice. when can we get the new version? :) Link to comment
frustum Posted October 28, 2010 Author Share Posted October 28, 2010 There is no MLAA in next update. The algorithm is too heavy for most of GPU. Instead of MLAA I have integrated antialiasing post filter into the rendering pipeline. So cheap antialiasing can be enabled by "render_antialiasing 1" console command. Quality is not excellent in comparison to MLAA especially on lines but this algorithm is very easy for GPU. Render refactoring is complete. Engine update will be available asap. Link to comment
binstream Posted November 1, 2010 Share Posted November 1, 2010 Unigine SDK update will be available today, be prepared! Link to comment
binstream Posted November 1, 2010 Share Posted November 1, 2010 Uploading now, but our 2 Mbit/s upstream isn't very good for this :) Link to comment
binstream Posted November 1, 2010 Share Posted November 1, 2010 https://developer.unigine.com/forum/topic/158-unigine-sdk-2010-11-01/ Link to comment
frustum Posted November 23, 2010 Author Share Posted November 23, 2010 Full deferred rendering mode (render_deferred 2) able to render transparent materials without artifacts now. This mode ideal for low level hardware. Link to comment
frustum Posted January 1, 2011 Author Share Posted January 1, 2011 There are heap of changes for fist of 2011 year update: * improved lightmapper with indirect illumination. * improved rendering performance. * pathfinding. * and probably OpenGLES2.0 support. Link to comment
frustum Posted January 9, 2011 Author Share Posted January 9, 2011 Unigine works on Android with all feature set support :) Link to comment
frustum Posted January 12, 2011 Author Share Posted January 12, 2011 I have added viewport and reflection masks for players. Now we can change scenes and objects on fly by switching players mask bits. Moreover, this allows use simplified dedicated geometry for reflections. Link to comment
anthony.liot Posted February 23, 2011 Share Posted February 23, 2011 Posted 16 January 2011 - 05:51 PM Updated version: New Platforms: * Android * iPad * Xbox 360 * Mac OS X Flash on ipad ?????? :rolleyes: Link to comment
binstream Posted February 28, 2011 Share Posted February 28, 2011 Large coordinates support Link to comment
ulf.schroeter Posted February 28, 2011 Share Posted February 28, 2011 Large coordinates support Great !!!! Link to comment
binstream Posted March 9, 2011 Share Posted March 9, 2011 It seems that we need to release bugfix SDK update this week, no major features included yet. Link to comment
binstream Posted March 10, 2011 Share Posted March 10, 2011 Great !!!! Frustum is still re-designing world management system, so it can take a while but anyway he is working on the feature already. Link to comment
ulf.schroeter Posted March 30, 2011 Share Posted March 30, 2011 Frustum is still re-designing world management system, so it can take a while but anyway he is working on the feature already. Do we have any updated time schedule for this feature (I know Frustum was busy with MacOS port) ? Will world streaming of node files also be included or will thisbe a second step ? Link to comment
binstream Posted March 30, 2011 Share Posted March 30, 2011 We have an agreement in written with a customer to provide this feature in Q2. Link to comment
ulf.schroeter Posted March 30, 2011 Share Posted March 30, 2011 We have an agreement in written with a customer to provide this feature in Q2. will this both include large coordinate precision and background node file streaming ? Link to comment
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