binstream Posted August 12, 2011 Share Posted August 12, 2011 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). 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 Link to comment
danni.coy Posted August 12, 2011 Share Posted August 12, 2011 very nice :) updated uniginscript.h this time two versions the normal one checks for NOBUILTIN being defined the other only works if IN_IDE_PARSER is defined (which kdevelop defines)... This is a little bit simpler if it is compatible. uniginescript.h uniginescript_kdevelop.h Link to comment
timur.omelchak Posted August 13, 2011 Share Posted August 13, 2011 So how about promised navmesh? Link to comment
ulf.schroeter Posted August 13, 2011 Share Posted August 13, 2011 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. Link to comment
binstream Posted August 13, 2011 Author Share Posted August 13, 2011 So how about promised navmesh? The feature isn't ready yet, we are working on it. Link to comment
binstream Posted August 13, 2011 Author Share Posted August 13, 2011 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. Link to comment
cory.sharplin Posted September 13, 2011 Share Posted September 13, 2011 Do you have an eta for the September SDK or a what is to be expected list? Link to comment
binstream Posted September 13, 2011 Author Share Posted September 13, 2011 Updated SDK will be available today, uploading. Link to comment
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