Development log: September 15, 2009
DirectX 11 render, networking sample
What's new:
- DirectX 11 render is almost ready (tessellation feature still needs to be implemented).
- Shader Model 5.0 is supported now, i.e. the following six types of shaders are available: vertex, hull, domain, geometry, pixel, compute.
- Switch to August 2009 DirectX SDK (don't forget to update your DirectX installation).
- HDR, glow and SSAO are implemented via DirectCompute in DirectX 11.
- Improved performance of DirectX 10 render.
- Textures can be binded to any type of shaders now.
- Renamed d3d10_render_use_*_level_1 console variables to d3d10_render_use_*_level_101.
- Increased maximal shadow map dimension to 8192 in the editor.
- Added cage feature to AmbientMapper (works similar to the NormalMapper one).
- Fixed ambient occlusion bug with enabled impostors.
- Improved SSAO that takes into account normal map data and provides better quality and reasonable performance (requires re-adjusting parameters).
- GUI rendering speedup.
- Updated HDR post-processes (refactoring, improved performance).
- Added HDR shaft flare effect.
- Detail textures can use 1st or 2nd UV channels for all meshes.
- Plugins for Maya 10.0 (2009).
- Fixed bug with physique modifier in 3dsMax skinned mesh export plugin.
- ObjectGUI without background isn't blurred by the DoF filter.
- Warm start of physical joints.
- Improved freezing of physical objects with joints.
- Added "softness" joint parameter to be used along with "restitution" for fine tuning (use with care, it can affect joint stability).
- Reduced memory consumption by physical contacts data.
- Collision detection speedup.
- Fixed bug with referencing to deleted objects in UnigineScript.
- Garbage collection for objects of extern C++ classes in UnigineScript, use class_manage(obj) function in scripts to register an object for automatic memory management, or use additional arguments of setExternClassObject() or Variable constructor; refer to the documentation for more details.
- Added functional constructors (Unigine::ExternClass::addConstructor() with two arguments) and destructors (Unigine::MakeExternClassDestructor()) of external classes to be exported in UnigineScript via C++ API.
- Faster interconnection between C++ API and scripts.
- Added integration sample for RakNet high-level networking library (source/samples/Network), see "Programming / Application Samples / Network Sample" section of the manual.
- Added network chat sample (data/demos/chat).
- Updated C++ API documentation.
- Completed documentation on UnigineScript library.
By the way, it seems that mesh skinning via compute shaders is faster than stream out under DirectX 11.
PS: Massive reinforcements of our team has arrived: Pavel Kurinnoy (tools developer), Evgeniy Yundin (QA engineer) and Alexey Maslennikov (sales manager).
Last News
Trinity Interactive, one of the leading Polish suppliers of software and equipment for simulation and training, has chosen the UNIGINE platform for pushing their newest projects to the next level of visual fidelity and performance. The company is well-known due to the highest quality and innovative character of its products both for military and civil purposes which provides the maximum possible training experience.
Read more in the official press-release.
The International Forum for the Military Training, Education and Simulation Sectors (May 22-24, Rome) is one of the most important and major industrial events that combines thematic exhibition and forum. UNIGINE Corp. demonstrates new features of UNIGINE Engine for simulation, visualization projects and virtual reality systems at ITEC. Visit our stand #B160 to see all-new unannounced UNIGINE-powered technology demo based on geospatial data. We also invite you to attend the UNIGINE Engine presentation at the Innovative Showcase at 5 PM on May 22!
The game supports Linux (as a standalone application) from the very beginning, so we are really happy that finally Linux users can enjoy hot naval battles with the whole Steam community (cross-platforms multiplayer matches are available). Fight for the last drop of oil and try to survive!
UNIGINE’s Valley Benchmark, which features an enormously vast outdoor 3D environment filled with lush forests, is coming bundled this spring with groundbreaking EVGA GeForce GTX graphics cards. This all-new comprehensive benchmarking tool from the lineup of trusted benchmarks from UNIGINE Corp., is already acclaimed by users and industry professionals as a miraculously beautiful yet efficient GPU stress-testing tool for Windows, Linux and Mac OS X. Read more in the official press-release.
Oil Rush, an epic naval strategy game, is released for Android devices based on Qualcomm’s Snapdragon S4 chip. The game is already available on the Google Play Store and you can jump into the next-generation of 3D graphics, hardcore depth and touch-native controls directly on a mobile device. Oil Rush for Android is based on the proprietary multi-platform UNIGINE Engine and developed by UNIGINE Corp. Read more in the official press-release.
UNIGINE’s Heaven Benchmark now comes bundled starting with the brand-new ZOTAC GeForce GTX TITAN graphics cards featuring the world’s fastest graphics processor. As the only benchmark included into the Boost Premium software bundle, it lets gamers instantly experience the full visual potential of the ZOTAC GeForce GTX TITAN. In addition, Heaven features full support for NVIDIA SLI technology for the ultimate performance boost, and NVIDIA Surround for maximum gaming immersion. Read more in the official press-release.
You can get a glimpse of UNIGINE's Crypt demo running in a browser just by following a link. In less than one month, Anthony Liot, at ACTISKU, a company that develops world-class 3D marketing solutions using the UNIGINE Engine, single-handedly adopted real-time UNIGINE demo - with all visual effects - to JavaScript/WebGL, proving that such port can be done by an experienced developer with the full source UNIGINE SDK (that comes without WebGL support) on hand. Watch Crypt online (a browser with WebGL support is required).
The lineup of UNIGINE’s benchmarks is extended by the newest Valley Benchmark that features a huge nature-inspired, open-space 3D world stretched over 64 square kilometers. It showcases the mountainous valley of amazing scale from a bird’s-eye view, yet detailed down to every leaf and flower petal.
Read more in the official press-release.




