Скачать UNIGINE Содержание: Последние новости: 2020-11-24 UNIGINE 2.13: GPU Lightmapper, Volumetric Clouds Upgrade, Better Anti-Aliasing, New Terrain Tools Preview 2020-07-31 UNIGINE 2.12: Faster Physics, Better Clouds, Earthworks Demo, Advanced Particle Systems 2020-04-10 UNIGINE 2.11: Community Edition, Performance Optimizations, Better Particles, Archviz Demo 2019-12-25 UNIGINE 2.10: New Terrain, Improved C++/C# API, Editor Plugins, Vehicle System 2019-08-16 UNIGINE 2.9: C# Component System, Better Shadows, SSSSS, Dome Screens Support, Weather Add-On 2019-04-30 UNIGINE 2.8: Improved Data Streaming, Cached Shadows, Refactored Editor, Better Vegetation 2018-12-27 UNIGINE 2.7.3: Major UnigineEditor Update, Properties and Component Systems Upgrade, IG Template, Experimental Road Tool 2018-08-10 UNIGINE 2.7.2: CAD Models Import, Improved Collaboration, Impostors and Terrain Holes 2018-06-03 UNIGINE 2.7.1: Improved Voxel GI, Forced Shaders Compilation, Water Performance Optimizations, Stabilization 2018-04-26 UNIGINE 2.7: New Voxel GI Solution, Synthetic Terrain Generation, Improved Assets System, Refactored Properties, More Dynamic Environment

Physics stabilization

This week changes:

  • Increased precision of physics simulation.
  • New JointWheel object, old one is renamed to JointSuspension.
  • Fixed functions of BodyRigid: addForce, addTorque, addWorldForce, addWorldTorque.
  • transposeRotation function renamed to transpose3.
  • Added inverse3 function for fast invertion of matrices.
  • Improved robustness of joints solver.
  • Fixed cone friction.
  • Ray car sample.
  • Crawler sample.
  • Maya 8.5/Linux plugins.
  • Network sockets functions in UnigineScript library.
  • "Virtual World" chapter in "Principles of Operation" section of the manual.

Our tire model is rather simple, however it is enough for games. All dynamic parameters can be read from wheels. Pacejka's magic formula can be easily implemented if one needs the highest level of realism, but it requires too much constants for different tires so we decided to neglect it.


Light scattering