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Unigine SDK 2011-08-12


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Added AppWall template application that supports output to multiple devices. It can be used to create multi-monitor walls, deeply immersive VR simulators and multi-dimensional CAVE systems. Each output device can has its own camera setup. To control the number of monitors, include and customize data/core/scripts/wall.h script (check Wall settings that it adds into the main menu).

 

110812-appwall1.jpg110812-appwall2.jpg

 

Render:

 

* Added multi-viewport output for all supported graphical APIs.

* Added screen-space reflection post-process (post_filter_reflection base material).

* Fixed WorldCluster rendering bug.

* Fixed portal bounds detection bug.

* Support of asymmetric projections throughout the whole rendering pipeline.

 

UnigineScript:

 

* A lot of performance optimizations.

* System and editor scripts now have render() function.

* Fixed the crash on detecting parent class of the exported classes.

* Fixed occasional crashes by script shutdown.

 

Physics:

 

* Increased performance.

* Fixed stack overflow in 64-bit builds.

* Contact solver now utilizes SSE instruction set, if available.

* Fixed gravity flag saving bug for bodies.

 

Mobile version:

 

* Added telnet protocol support (default TCP port is 8888) to remotely control the application running on a target device (it provides full access to Unigine built-in console). Use "logout" command to close the session.

* More NEON optimizations for rendering.

* Contact solver now utilizes NEON instruction set, if available.

* Performance analyzer for Android and iOS.

* Thread-safe file access to "assets" directory on Android.

* Added "Crypt" and "Passage" demos to iOS and Android SDKs.

* Added Android Application Development article in the reference manual.

 

PlayStation 3 version:

 

* SPU optimization of collision detection and rigid body physics.

* Added Render memory counter into the profiler.

* Improved memory management.

* Added new PS3MeshRaw object. It stores vertices and indexes in the video memory and doesn't cull triangles (higher memory consumption but lower PPU load).

* Render utilizes up to 4 SPUs (1 SPU is always reserved for physics).

 

Other:

 

* Added sound samples memory profiling.

* Fixed non-blocking network sockets bug in Windows.

* Added "Tools -> Always update" option in UnigineEditor for focus-independent update of the application window.

* Added a new option that allows to fast save the selected material/property libraries in UnigineEditor.

* HAS_TABLET define is renamed to HAS_APP_TABLET.

* Added Gui::HIDE callback for GUI widgets.

* Added new UnigineRender class into C++ API for direct access to engine rendering functions.

 

Download links

 

All files can be found in "Downloads" section of the portal: https://developer.unigine.com/fileserver/index

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Very nice update especially for serious gaming/simulation applications ! Only missing feature in this field is more sophisticated node file streaming for really unlimited worlds.

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Very nice update especially for serious gaming/simulation applications ! Only missing feature in this field is more sophisticated node file streaming for really unlimited worlds.

Improved streaming will take some time for implementation, I guess it will be available in 1-3 months.

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