binstream Posted September 13, 2011 Share Posted September 13, 2011 We continue to improve support of multi-monitor configurations and stereo 3D: both technologies become more and more wide-used for gaming, not to mention industrial simulation and visualization. Render: Fixed rendering artifacts on Mac OS X (10.7+ required). New App3DSurround application for 3-monitor stereo rendering atop of NVIDIA 3D Vision Surround technology. (It is a completely native solution that gives full control over cameras configuration). AppWall automatically detects the display configuration and creates a corresponding number of windows. (The default number can be overridden with console arguments). Added a lot of automatically supported display configurations (1x1, 1x2, 2x1, 2x2, 3x1, 3x2, 4x1, 5x1) for AppWall into the wall.h script. Fixed bug with incorrect vertical asymmetric projections distortion in DirectX. Correct planar reflections with asymmetric frustum projections. Correct near LOD fade distance for volume objects. ObjectClutter and ObjectGrass prevent their mask from being unloaded (allows to avoid rendering stalls). Fixed crashing on simultaneously changing both the video mode mode and render settings. OpenGL ES render now supports Render::renderImage2D() and Render::renderImageCube() functions. Stereo 3D settings are available by default when one of stereo defines (STEREO_SEPARATE, STEREO_ANAGLYPH, STEREO_3D_VISION, STEREO_3D_SURROUND, STEREO_IZ3D) is passed (stereo.h is included into the default system script). Fixed texture coordinates problem with billboards in Direct3D10/11. Added two viewport rendering samples: data/samples/render/image_00 and data/samples/render/viewport_00. Added stereo viewport rendering functions into C++ API. UnigineScript: Huge speed-up of the virtual machine. Added inheritance from external classes. Base constructor can be called in C++ syntax. Added typeid() function for quick type checking. Added step-by-step debugging mode ('n' command in the built-in debugger). Here is the performance comparison chart for UnigineScript 2.46, Lua 5.1.4, Perl 5.10.1 and Python 2.6.6 (higher values stand for higher performance). All tests were performed on Intel Core2 Duo E6750 @ 2.66 GHz / Ubuntu Linux 10.10 (64-bit). The following tests were made: Array - simple math operations and array elements access Branching - conditional branching Loop - a loop with variable increment inside Loops - six nested loops with 16 iterations per each loop, variable increment inside Matrix - 128x128 matrices multiplication Random - simple random number generator, a loop with a function call running 20,000,000 iterations Sort - quick sort and buble sort algorithms (no external C functions, only pure bytecode) Statistics - simple Gaussian random number generator and Gaussian distribution calculation Vectors - simple math operations with 3D vectors and 4x4 matrices According to these tests, UnigineScript has proven to be the fastest scripting language, especially optimized for 3D-specific tasks with its built-in support of 3D math. It is a mature object-oriented solution with zero learning time syntax (similar to C++/C#) featuring a rich function library available out-of-the box. Other: Added NavigationMesh object. SSE2 is required by default now (use "scons simd=sse" to build without this requirement). Support of additional control keys by Telnet server. Once loaded, material/property libraries are not unloaded from the set of world libraries (huge loading speed-up for worlds with shared resources). Multi-threaded culling of ObjectSurface. Fixed cone sound errors (caused by incorrect OpenAL implementation) on iOS. Added al_sound_skip_errors console variable to skip error messages from OpenAL library. Improved detection of CPU cores. Added support of icons for tab boxes in GUI. Fixed calculation of PhysicalTrigger bounds. ImageDDS can now utilize multiple CPUs running in parallel. Updated "Stereo rendering" article, now it includes the information on 3D Surround mode customization. Added "Multi-Monitor Rendering with AppWall" article. Updated documentaion on sky object and its material. Download links All files can be found in "Downloads" section of the portal: https://developer.un...ileserver/index Link to comment
ulf.schroeter Posted September 13, 2011 Share Posted September 13, 2011 Added step-by-step debugging mode ('n' command in the built-in debugger). Not VisualStudio debugger level, but nevertheless for sure long awaited feature. Should be added to script debugging documentation Link to comment
tai-in.kwon Posted September 14, 2011 Share Posted September 14, 2011 have you benchmark data comparing with luajit? Link to comment
binstream Posted September 14, 2011 Author Share Posted September 14, 2011 have you benchmark data comparing with luajit? This benchmarks was made in comparison with other interpreting languages without JIT. However, we made some tests with luajit before and it is noticeable faster than lua. Link to comment
cory.sharplin Posted September 14, 2011 Share Posted September 14, 2011 Thanks for the update. :-) Looks like I am getting path issues with the all the demos on the full SDK (exe version), clean uninstall/install. Anyone else get this? Will look into it more tonight till then will roll back as other SDK works fine. Link to comment
steve3d Posted September 14, 2011 Share Posted September 14, 2011 most easy way to see the performance boost is to launch the heaven demo in this version and previous version. previous version has a big pause before the splash gets moved. Link to comment
binstream Posted September 14, 2011 Author Share Posted September 14, 2011 Thanks for the update. :-) Looks like I am getting path issues with the all the demos on the full SDK (exe version), clean uninstall/install. Anyone else get this? Will look into it more tonight till then will roll back as other SDK works fine. New installer has "C:\Unigine source SDK" as a default install dir. Link to comment
ashwin.sudhir Posted September 14, 2011 Share Posted September 14, 2011 Awesome! The debug-step feature was a much awaited one :) kudos! Link to comment
cory.sharplin Posted September 15, 2011 Share Posted September 15, 2011 New installer has "C:\Unigine source SDK" as a default install dir. Sorry team the SDK source exe has path issues and demos all fail to run, tried both default path and custom as per your request. Looks like the data directory is broken for the SDK .exe I can confirm that the zip is working fine, issue is only with the exe installer. Link to comment
siamak.mirzaie Posted September 15, 2011 Share Posted September 15, 2011 Same here, tried on windows 7 and windows XP - it gives a bunch of errors: FontTTF::FontTTF(): can't open "core/gui/font.ttf" file ImageFilePNG::Load(): can't open "core/gui/gui_mouse.png" file ImageFilePNG::Load(): can't open "core/gui/gui_background.png" file ImageFilePNG::Load(): can't open "core/gui/gui_selection.png" file ... bunch more of these Xml::load(): can't open "core/gui/gui.rc" file Engine::init(): can't load "core/unigine.cpp" system script Please advise? Link to comment
binstream Posted September 15, 2011 Author Share Posted September 15, 2011 We'll check the issue. Link to comment
michael.zhang Posted September 15, 2011 Share Posted September 15, 2011 No mobile binaries? :) Link to comment
Guest ilmarinen Posted September 16, 2011 Share Posted September 16, 2011 Same here, tried on windows 7 and windows XP - it gives a bunch of errors: FontTTF::FontTTF(): can't open "core/gui/font.ttf" file ImageFilePNG::Load(): can't open "core/gui/gui_mouse.png" file ImageFilePNG::Load(): can't open "core/gui/gui_background.png" file ImageFilePNG::Load(): can't open "core/gui/gui_selection.png" file ... bunch more of these Xml::load(): can't open "core/gui/gui.rc" file Engine::init(): can't load "core/unigine.cpp" system script Please advise?Sorry, it's my fail. Fixed. Please, use zip or download new version of windows installer (2010-09-16). Link to comment
cor Posted September 17, 2011 Share Posted September 17, 2011 Missing App3DSurround executables. I can not find the App3DSurround _x86.exe file. When trying to build it (for instance by running build_x86.bat in folder source\app\App3DSurround) then I get a fatal error that the following files are missing: app\common\App3DVision.cpp app\common\App3DVision.h Related question: How do I build the separate_x86.exe and 3dvision_x86,exe? Link to comment
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