Devlog - Android support, pathfinding
January 16, 2011
Android port:
- Full port of Unigine framework, render, UnigineScript, physics and other subsystems.
- Support of NVIDIA Tegra 2 platform.
- Added Java-based launcher.
- Added support of multi-touch screens.
- Added OpenGL ES 2.0 support.
Yes, now Unigine engine works on Android-based tablets and smartphones! More handheld devices will be supported soon (there will be a loud public announcement later), you can contact us on licensing Unigine for mobile platforms as well.

Render:
- Performance optimization of SSDO rendering.
- Fixed wrong culling of meshes on PlayStation 3.
- Improved DIP performance.
- Correct work of alpha to coverage with depth-based effects (enabled with 'd3d10_render_use_alpha_test_level_101' or 'd3d11_render_use_alpha_test_level_101' or 'gl_render_use_arb_sample_shading' console options disabled).
- Added native support of ETC1 texture format for mobile devices.
- Introduced improved lightmap rendering by using directional lightmaps. Existing ligtmaps must be tiled 2x2 in order to work correctly with the new system. Re-bake lightmaps with internal tool from UnigineEditor to achieve better quality.
- Reflection masks replaced with viewport mask: players now have both viewport and reflection mask, objects have only viewport one. The object surfaces, materials, decals and lights are rendered, if its mask matches the player's one. Reflections are rendered in the viewport if masks of reflective materials match the player's one.
Pathfinding:
- Introduced a new pathfinding system, which works in a separate thread.
- Added new node types for pathfinding: Navigation and Obstacle.
- PathRoute object allows to find 2D or 3D paths inside Navigation nodes.
- Added new NavigationSector object (objects can lay paths inside it); intersecting sectors will be automatically merged.
- Added several types of dynamic obstacles: box, sphere and capsule.
- Added pathfinding samples.


GUI:
- Fixed mouse buttons handling in ObjectGui and ObjectGuiMesh.
- Changed focus model for multiple Gui objects: overlapped, previous and permanent focuses are now set per Gui object, only the current widget in focus is shared.
- Added sample of layer rotation in WidgetSprite.
- Fixed clipboard in Linux/X11.
- WidgetSpriteRender is renamed into WidgetSpriteViewport.
- Added viewport and reflection masks in WidgetSpriteViewport and WidgetSpriteNode.
- ObjectGui can be used as a main 2D GUI with support of post-processing (see the screenshot below).

Tools:
- Lightmap calculation tool with support of global illumination in UnigineEditor (based on LigthProb, see details here).
- Fixed Softimage plugins, added support of Softimage 2011.
- Added 'reload all' buttons into all tools of ResourceEditor suite.
- Fixed animation playback in ResourceEditor.
- Added support of ETC1 format into ImageDDS.
- Improved DXT comression quality in ImageDDS.
Other:
- Memory consumption is reduced even more.
- Support of compilers without exception and RTTI support.
- Faster RTTI implementation.
- No more std:: dependencies in C++ API.
- Fixed inverse kinematics samples.
- Fixed D3D9AppMFC sample.
- Fixed crashes on restoring broken ExternClass objects.
- Added 'Emitter Limit' option in particle systems limiting number of particles to be created per frame.
- Reduced binaries size.
Documentation:
- New tutorials: "Adding Grass", "Adding Vegetation".
- Updated UnigineScript library documentation.
Last News
We are expanding the development studio in Tomsk (Russia) and are looking for qualified professionals to join us.
There is a lot of open positions, see the full list.
Great looking as ever and containing many technical improvements, Heaven 3.0 now runs on Mac and supports for variety of new hardware, including extended support for multi-monitor configurations.
Read more in the official press-release.
Oil Rush for Windows, Mac OS X and Linux is now available in retail stores in the UK, Ireland and Benelux.
The full German localization for the game is currently being completed, with the game slated for release there on March 23rd 2012.
Read more in the official press-release.
UNIGINE Corp. is proud to announce the official release of its naval strategy game, Oil Rush.
Fight the naval war between furious armies across the boundless waters of the post-apocalyptic world. Pump the ever-so-precious black gold by oil rigs, capture platforms and destroy the enemy in the sea and in the air!
Read more on the official website.
Strange Games released puzzle-shooter "Demolicious" on the iOS App Store.
The game is powered by UNIGINE Engine and features cutting edge physics and destruction on mobile devices.
Read more in the official press-release.
Flying Cafe For Semianimals (Ukraine) announced its UNIGINE-powered game "Cradle", a Sci-Fi first-person quest.
This atmospheric project is to be released in spring 2012 for PC.
Read more in the official press-release.
Steve Brodie, CEO of Ai3D Pty Ltd, shares about how and why UNIGINE Engine has enabled Ai3D Pty Ltd to become one of the world’s most capable Realtime Visualisation companies and complete over 60 successful projects.
Read the detailed success story.
Oil Rush, a naval strategy game by UNIGINE Corp., is announced for official digital release on January 25, 2012 for Windows, Linux and Mac OS X.
Read more in the official press-release.
