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Less physics iterations, more docs

Recent changes:

  • Static library linkage under GCC 4.
  • Joints performance optimization.
  • Bunch of new physics samples.
  • Integer vectors in Mathlib.
  • Runge-Kutta integration of rotation.
  • JointWheel improvements: it can work correctly with low iteration count because of subiterations.
  • Contacts solver was taken out of BodyRigid into special Solver class.
  • Reducing of default iteration count for physics from 8 to 4 due to increased stability.
  • Objects handling sample: attaching a mesh to some bone of skinned mesh (useful for attaching weapons to a character).
  • "Engine Architecture" and "Execution Sequence" articles in "Principles of Operation" section of the manual.

Now we can randomize contacts and joints processing per-object and even per-contact, it produces a lot of CPU cache misses, however it brings drastically improved stability. Outside physics our main development efforts for the moment are works on terrain system, including corresponding materials and tools.

Meanwhile Unigine reference manual is becoming better and better, this is one of the pictures from "Principles of Operation / Execution Sequence" article: Frame time line

By the way, if you are interested, here is almost all of our Tomsk branch crew (other people work remotely):
Unigine Tomsk crew
From left to the right: Andrey "Pluton" Kushner (Lead 3D artist), Peter "Ruby" Sannikov (3D artist), Alexander "Frustum" Zaprjagaev (CTO, Lead developer and The Brain), Denis "Binstream" Shergin (CEO, Project manager), Valentina "Fattie" Vaneeva (Technical writer and Tools developer) and Eugenia "Jane" Shergina (Designer, Art supervisor). Our team is not so big, but extremely effective: the results speak for themselves.

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