Development log: November 30, 2010
Reduced memory consumption, PlayStation 3 sound
Render:
- Improved detection of NVIDIA Quadro cards.
- Improved quality of LightWorld.
- Fixed lightmap material for grass.
- Added WorldManager for managing loaded masks of ObjectGrass, WorldOccluderTerrain and WorldClutter.
- WorldClutter supports R8 mask format.
- ObjectGrass supports R8, RG8, RGB8 and RGBA8 mask formats only.
- Fixed LODs issue with positive values of render distance scale.
- Added trace radius for WorldOccluderTerrain. The object speed was also optimized for multi-core machines.
- Image::save() now has a second argument: quality of JPG compression (default value is 0.85).
- Added lightmaps sample.
- Added SSAO/SSDO visualization mode ('render_show_occlusion' console variable).
- SSAO/SSDO require re-adjusting due to some improvements.
- Rendering of object surfaces was optimized to have less CPU load.
GUI:
- Added texture manager in GUI.
- Access to sizes of all layers in WidgetSprite.
- Added new ALIGN_FIXED flag for OVERLAP elements in GUI to prevent their sorting by focusing.
- Speedup of WidgetCanvas.
- Added support of textures in WidgetCanvas.
UnigineScript:
- Fixed crash on attempt to access a wrong global namespace.
- Recurrent namespace declaration with Foo::Bar syntax.
- Added script memory consumption analyzer ('world_memory_usage' console command).
- Less memory allocations on script compilation.
- Support of the following syntax: assert(1 == 1 && "true").
- Per-file parentheses balance check.
Sound:
- Full support of sound on PlayStation 3 with I3DL2 multi-zone reverberation.
- Fixed cone sound sources geometry in accordance with OpenAL Soft (Creative OpenAL Hardware implementation uses two times bigger angle for cone sound sources).
- OpenAL sound now works in relative coordinates instead of world ones.
- Added Creative EFX reverberation presets.
- 'Reverb' flag for sounds to toggle their reverberation per-source.
- Switched to OpenAL Soft with support of EAXREVERB.
- OGG files with Ogg Vorbis sound must be renamed in OGA. Ogg Theora files are loaded with OGV extension.
- WidgetSpriteVideo is synchronized with AmbientSource and SoundSource.
- Added samples of sound/video sync.
Other:
- Reduced memory consumption.
- Less memory allocations.
- Improved memory allocator, which produces less memory fragmentation.
- Fixed filesystem access bug.
- Huge speedup of filesystem search.
- All masks are 1 by default instead of ~0.
- Fixed crash on saving the state of the deleted node with set callbacks.
- Fixed collision detection with terrain edges.
- Fixed a bug with loading of PhysicalTrigger from a node file.
- Added an exclude list for WorldTrigger.
- Added a physical mask for BodyDummy in UnigineEditor.
- Updated network samples.
- Fixed build.py script errors caused by stereo launchers.
- Identical behaviour of Xbox 360 and Sixaxis gamepads in Windows and Linux.
Documentation:
- Updated documentation on plugins for 3ds Max.
- Updated UnigineScript library documentation.
- Removed obsolete "Technologies Overview" section.
- Updated "Rendering Sequence" article.
Good news, everyone! We have started video tutorials series on Unigine! Here is the first one, "Exporting an Object from 3ds Max to Unigine Engine", that covers exporting static geometry from 3ds Max and some of the UnigineEditor basics.
Stay tuned, there is more to come!
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.
