<?xml version="1.0" standalone="yes"?>
<rss xmlns:rss="http://purl.org/rss/1.0/" version="2.0"><channel><title>Unigine development log</title><link>http://unigine.com/</link><description>Unigine is an engine of virtual worlds</description><language>en-us</language><copyright>Copyright 2005-2008 Unigine Corp.</copyright><webMaster>webmaster@unigine.com</webMaster><item><title>Physical destruction, bugfixes</title><link>http://unigine.com/devlog/76/</link><author>binstream@unigine.com</author><pubDate>2010-02-04</pubDate><description><![CDATA[
<p>
Recent changes:
<ul>
	<li>Added destructible body type: BodyFracture (it supports three destruction patterns).</li>
	<li>Performance boost in spatial subdivision.</li>
	<li>Removed intersection mask from BodyWater, it intersects with parent node now (like grass).</li>
	<li>Support of cylinder collision shape.</li>
	<li>Joints with softness set must be re-adjusted.</li>
	<li>Added full CCD for spheres and capsules.</li>
	<li>'reflection' parameter of BodyWater is renamed to 'absorption'.</li>
	<li>Fixed assert in GUI on video mode change.</li>
	<li>Fixed sectors/triggers infinite recursion.</li>
	<li>Saving/restoring array iterators in UnigineScript.</li>
	<li>Fixed incorrect UV data of water in DirectX 10/11.</li>
	<li>Children particle systems with shift emitter use parent particles as emitters.</li>
	<li>Added more samples of particle systems.</li>
	<li>Tessellation optimization gives up to 30% performance boost.</li>
	<li>PSSM shadow geometry replication by geometry shader (controlled by the folowing console variables: gl_render_use_geometry_replication, d3d10_render_use_replication, d3d11_render_use_replication).</li>
	<li>Tesselated triangles count can be seen in 'RPrimitives' profiler counter.</li>
	<li>Added 'Reduce Mesh' feature into MeshViewer: it removes invisible inner triangles.</li>
	<li>Screensaver launch and power off blocking with running engine on Windows.</li>
	<li>Fixed wrong UV data in WidgetSpriteShader.</li>
	<li>Even more speed optimizations and minor bugfixes.</li>
	<li>Updated documentation on UnigineScript library.</li>
</ul>
</p>

<p>
Physical destruction of objects:





<br/>
<a href="http://www.youtube.com/watch?v=BTvhQ9jYQdQ">Video demonstrating physical destruction</a>

</p>

<p>
Another sample (also can be found in update Unigine SDK):
<br/>





<br/>
<a href="http://www.youtube.com/watch?v=wvNRSOju5JM">Video demonstrating physical destruction</a>

</p>

		]]></description></item><item><title>Water</title><link>http://unigine.com/devlog/75/</link><author>binstream@unigine.com</author><pubDate>2009-12-23</pubDate><description><![CDATA[
<p>
What's new:
<ul>
	<li>Added SpawnThreshold parameter for particle systems (spawn rate for 'random' and 'spark' emitters depends on the speed of parent objects).</li>
	<li>Separate axis flip for particles: 'variation_x' and 'variation_y' parameters (run upgrade.py script for data upgrade).</li>
	<li>Shared 2D reflections (the same way as cube reflections are shared).</li>
	<li>New BodyWater for physical simulation of shallow water with two-way interaction.</li>
	<li>Access to floating objects in PhysicalWater.</li>
	<li>PhysicalWater and BodyWater spawn spark particles on contact, if particle system is made a child node.</li>
	<li>Emitters of child particle systems are synchronously enabled when the parent emitter is enabled.</li>
	<li>Continuous collision detection for spheres vs convex hulls, spheres vs meshes, capsules vs convex hulls and capsules vs meshes.</li>
	<li>Less memory allocations by render.</li>
	<li>Added two more flags for nodes: isVisible (the node was shown in a viewport) and isShadow (the node casted shadow).</li>
	<li>Added camera limitations for PlayerSpectator.</li>
	<li>Per-object freeze speed of physical objects.</li>
	<li>Inverse kinematics for ragdolls.</li>
	<li>Added more physical cloth samples, including ones of attaching the cloth to skinned mesh.</li>
	<li>Added BodyWater samples.</li>
	<li>Added inverse kinematics samples.</li>
	<li>Visualization of full ragdoll hierarchy and bone hierarchy in UnigineEditor.</li>
	<li>Reduced memory consumption by plugins for 3D editors.</li>
	<li>Fixed MeshSkinnedImport plugin for 3ds Max.</li>
	<li>Updated Softimage plugins (usability improvements).</li>
	<li>Added documentation on grass ("Principles of Operation / Objects / Grass" section of the manual).</li>
</ul>
API changes:
<ul>
	<li>engine.world.addVisibleNode() is renamed into engine.world.addUpdateNode().</li>
	<li>engine.world.getNodes() is renamed into engine.world.getIntersectionNodes().</li>
	<li>engine.world.getObjects() is renamed into engine.world.getIntersectionObjects().</li>
</ul>
</p>

<p>
Physical cloth on skinned mesh objects:
<br/>





<br/>
<a href="http://www.youtube.com/watch?v=LV9EE_DcIEA">Video demonstrating physical cloth on skinned mesh objects</a>

</p>

<p>
Interaction of objects with physical water:
<br/>





<br/>
<a href="http://www.youtube.com/watch?v=z4UcXsV69mA">Video demonstrating interaction of objects with physical water</a>

</p>

		]]></description></item><item><title>Physical force fields, particles improvements and Softimage plugin</title><link>http://unigine.com/devlog/74/</link><author>binstream@unigine.com</author><pubDate>2009-12-10</pubDate><description><![CDATA[
<p>
Physics:
<ul>
	<li>New PhysicalForce, PhysicalWind and PhysicalWater objects (simulation of viscous medium, buoyancy and resistance forces).</li>
	<li>Fluid buoyancy for all physical shapes.</li>
	<li>Added a set of samples with physical force fields and a rope sample.</li>
	<li>JointPin can attach cloth to ragdolls.</li>
	<li>Physics visualizers are now shown only with the editor loaded.</li>
	<li>Particle systems are now affected by force fields.</li>
	<li>Fixed velocity calculation for ragdolls transformed with setVelocityTransform() function.</li>
	<li>Added 'world_show_physicals' console variable.</li>
</ul>
Particles:
<ul>
	<li>New Chain type of particles for shift emitters to generate a seamless flow.</li>
	<li>Particles reset emitter parameters on disabling/enabling of the node.</li>
	<li>Some renaming in world/node files: 'stretch' -&gt; 'length_stretch' and 'point_force' -&gt; 'force' (run upgrade.py script to convert your data). This affected ObjectParticles API as well.</li>
	<li>Removed 'emitter_velocity' and 'emitter_scale' parameters from the particle systems; added slightly different 'emitter_direction' and 'emitter_spread' instead.</li>
</ul>
<p>
Chain particle systems affected by force fields:
<a href="http://unigine.com/devlog/091210-chain_particles1.jpg"><img src="http://unigine.com/devlog/091210-chain_particles1_sm.jpg" alt="Chain particles" border="" width="512" height="384"/></a>
<br/>
<a href="http://unigine.com/devlog/091210-chain_particles2.jpg"><img src="http://unigine.com/devlog/091210-chain_particles2_sm.jpg" alt="Chain particles" border="" width="512" height="384"/></a>
</p>

Other stuff:
<ul>
	<li>Export plugins for Softimage 2010 (static geometry, skinned mesh animation).</li>
	<li>Fixed AppWindow in Linux: it provides the same keycodes regardless of the current key layout.</li>
	<li>Fixed node type filter in UnigineEditor.</li>
	<li>Refactored tessellation shaders; there is some performance improvement.</li>
	<li>Added 'post_filter_rgb2yuv' post-process filter that is useful for TV broadcasting.</li>
	<li>Improved Unigine::Image C++ API: added more functions for image processing.</li>
	<li>Added WidgetSpriteShader object, which can be used with a custom shader for post-process material.</li>
	<li>Added Unigine::ObjectMeshDynamic::updateIndices() function.</li>
	<li>Shadow objects force node update, there will be no shadow stalls.</li>
	<li>Timestamps in log files.</li>
	<li>WorldTransformExpression is renamed to WorldExpression.</li>
	<li>Refactored stereo 3D launchers, now they can are not limited to dual view mode.</li>
	<li>Adding array of visible nodes into the world is possible via UnigineScript.</li>
	<li>Swizzling is now available in UnigineScript for functions; foo().x and foo()[2] is acceptable now.</li>
	<li>Added EngineAnalyzer system, output can be seen via 'engine_analyze' console command.</li>
	<li>Fixed occluders rasterizator.</li>
	<li>All GUI fonts have anisotropy enabled now.</li>
	<li>Updated documentation on particle systems ("Principles of Operation / Objects / Particle systems" section of the manual).</li>
	<li>Updated article on blending in materials ("Content Creation / Materials Overview / Blending Options").</li>
</ul>
</p>
<p>
Softimage export plugin GUI (see documentation for more information on options):
<br/>
<img src="http://unigine.com/devlog/091210-softimage_export.png" alt="Softimage export plugin GUI" border="" width="334" height="446"/>
</p>

		]]></description></item><item><title>Physical cloth</title><link>http://unigine.com/devlog/73/</link><author>binstream@unigine.com</author><pubDate>2009-11-18</pubDate><description><![CDATA[
<p>
What's new:
<ul>
	<li>Added support of physical cloth.</li>
	<li>Added JointPin for pinning cloth to BodyRigid and BodyDummy.</li>
	<li>Added PhysicalWind for setting wind areas affecting cloth.</li>
	<li>Fixed saving of instanced materials.</li>
	<li>Access to contact time in physical contacts.</li>
	<li>Access to more verbose info from JointWheel.</li>
	<li>"Frozenable" flag for rigid bodies.</li>
	<li>Correct handling of setVelocityTransform() by BodyRagDoll.</li>
	<li>Fixed Unicode issue with log file names in Windows.</li>
	<li>Added plugins for Maya 2009 Linux 64 bit.</li>
	<li>Fixed issue with particles inside sectors.</li>
	<li>Added a bunch of new physical samples.</li>
	<li>Updated documentation on common object options ("Principles of Operation / Objects" section of the manual).</li>
</ul>
</p>
<p>
Cloth-based propellers drive airplanes in the field of PhysicalWind:
<br/>





<br/>
<a href="http://www.youtube.com/watch?v=iYv9GRSC89w">Video demonstrating interaction of physical cloth with wind</a>

</p>
<p>
Cloth tearing:
<br/>





<br/>
<a href="http://www.youtube.com/watch?v=aw0f-C9_J7w">Video demonstrating cloth tearing</a>

</p>
<p>
Cloth-based leaves:
<br/>





<br/>
<a href="http://www.youtube.com/watch?v=OkHEMPQAh1o">Video demonstrating cloth-based leaves</a>

</p>
<p>
You can find more videos with new features in <a href="http://unigine.blogspot.com/">Unigine crew's blog</a>.
</p>
<p>
PS: By the way, here is another blog entry regarding Unigine in AMD Underground Blog: <a href="http://blogs.amd.com/how-to/2009/11/18/11-days-of-directx&#xAE;-11-day-eight-unigine-heaven/">11 Days of DirectX&#xAE; 11, Day Eight: Unigine "Heaven"</a>.
</p>

		]]></description></item><item><title>Heaven DX11 benchmark released</title><link>http://unigine.com/devlog/72/</link><author>binstream@unigine.com</author><pubDate>2009-11-02</pubDate><description><![CDATA[
<p>
What's new:
<ul>
	<li><a href="http://unigine.com/press-releases/091022-heaven_benchmark/">Released the first DirectX 11 benchmark on the basis of Unigine.</a></li>
	<li>'-Os' replaced by '-O3' in GCC flags, which gave a 20% speed boost in Linux.</li>
	<li>Fixed water artifacts produced by overlaping waves.</li>
	<li>Line intersection functions for all physics shapes.</li>
	<li>Fixed detail textures with SRGB enabled.</li>
	<li>Added access to image pixels via C++ API.</li>
	<li>Vertex cache optimization is now optional (see export plugins settings).</li>
	<li>Optional axes flip on import in ResourceEditor.</li>
	<li>Added "frame based" flag for every bone of the ragdoll to mix physics-driven and skinned mesh animations.</li>
	<li>New Body::setVelocityTransform() function that calculates linear and angular velocities based on the body transformation.</li>
	<li>Fixed a rare startup crash caused by multi-threading access to archived files.</li>
	<li>More verbose XML parser.</li>
	<li>Fixed saving of materials into nodes.</li>
	<li>'restitution' and 'softness' joint parameters splitted into linear_restitution / angular_restitution and linear_softness / angular_softness (don't forget to run the upgrade script).</li>
	<li>Optimized tessellation shaders for DirectX 11.</li>
	<li>Added documentation on sky ("Principles of Operation / Objects / Sky" section of the manual).</li>
</ul>
</p>
<p>
Here are some technical details on how tessellation works under the hood:
<br/>





<br/>
<a href="http://www.youtube.com/watch?v=bkKtY2G3FbU">Video demonstrating hardware tessellation in action (based on Heaven DX11 benchmark content)</a>

</p>
<p>
Release of the Heaven benchmark attracted a lot of attention in the Net (our webserver has had a near-death experience several times) since there are no DX11 benchmarks so far: <a href="http://www.tomshardware.com/news/DirectX-Benchmark-Demo-Tessellation-Heaven,8928.html">news item on Tom's Hardware</a>.
Wow, we made it.
</p>

		]]></description></item><item><title>OpenGL 3.2 support</title><link>http://unigine.com/devlog/71/</link><author>binstream@unigine.com</author><pubDate>2009-10-08</pubDate><description><![CDATA[
<p>
Recent changes:
<ul>
	<li>Support of OpenGL 3.2 (MSAA on scattering and SSAO; support of signed textures for normal maps).</li>
	<li>Added new mesh_tessellation_paint_base base material.</li>
	<li>Granted access to ObjectMeshSkinned via C++ API.</li>
	<li>Updated C++ API documentation.</li>
	<li>Fixed bug with parsing '#' symbol inside define-disabled blocks in scripts.</li>
	<li>Memory allocator is more verbose now.</li>
	<li>Decreased CPU cache miss count.</li>
	<li>Replacing the 'inline' statement by '__forceinline' provided a huge performance speedup under Windows.</li>
	<li>Refactoring of XML parser.</li>
	<li>Less system memory consumption on DirectX 9.</li>
	<li>Empty maps can be declared as (:) in UnigineScript.</li>
	<li>Refactored KeyLine system, please refer to the documentation for more info.</li>
	<li>Fixed crash of import plugins on surfaces with zero vertex count.</li>
	<li>Fixed batch changing of light options in UnigineEditor.</li>
	<li>Improved seams removing algorithm for ResourceEditor.</li>
	<li>ObjectGrass intersects with the parent object with the use of intersection mask.</li>
	<li>Updated documentation on lighting ("Principles of Operation / Lighting and Shadows" section of the manual).</li>
</ul>
</p>
<p>
Here is a preliminary screenshot from the upcoming DirectX 11 benchmark based on Unigine:
<br/>
<img src="http://unigine.com/devlog/091008-heaven.jpg" alt="Heaven benchmark draft" border="" width="512" height="320"/>
<br/>
The demonstration of the benchmark will be held on the major forthcoming event, stay tuned for more news.
</p>
		]]></description></item><item><title>Full DirectX 11 render with tessellation support</title><link>http://unigine.com/devlog/70/</link><author>binstream@unigine.com</author><pubDate>2009-09-28</pubDate><description><![CDATA[
<p>
Recent changes:
<ul>
	<li>Tessellation support under DirectX 11.</li>
	<li>Tessellation support under OpenGL on ATI DirectX 10 level cards.</li>
	<li>Added hull and domain shaders for tessellation.</li>
	<li>Added "render_profiler" console variable that turns on/off performance profiling of render postprocesses.</li>
	<li>Fixed OpenCL initialization (headers were silently updated by Khronos Group).</li>
	<li>Detail textures can use the second UV channel (it can be selected in the "States / Options / Detail" drop-down menu).</li>
	<li>Added mesh_tessellation_base material for objects with hardware tessellation, it supports tessellation masks and height textures.</li>
	<li>Fixed UnigineScript bug with disappearing of "this" by complex inheritance.</li>
	<li>Reloading of meshes with different surfaces in MeshViewer; minor usability improvements.</li>
	<li>Added EXT_texture_snorm extension support.</li>
	<li>Added the distance for disabling occluders.</li>
	<li>Simplified SSAO for low shader profile.</li>
	<li>CUDA headers updated to version 2.30.</li>
	<li>Updated documentation on sound ("Principles of Operation / Sound" section of the manual).</li>
</ul>
</p>
<p>
No tesselation, simple normal mapping:
<br/>
<a href="http://unigine.com/devlog/090928-dragon_no_tesselation1.jpg"><img src="http://unigine.com/devlog/090928-dragon_no_tesselation1_sm.jpg" alt="Tessellation off" border="" width="512" height="429"/></a>
<br/>
Tesselation:
<br/>
<a href="http://unigine.com/devlog/090928-dragon_tesselation1.jpg"><img src="http://unigine.com/devlog/090928-dragon_tesselation1_sm.jpg" alt="Tessellation on" border="" width="512" height="429"/></a>
<br/>
No tessellation, wireframe:
<br/>
<a href="http://unigine.com/devlog/090928-dragon_no_tesselation_wire1.jpg"><img src="http://unigine.com/devlog/090928-dragon_no_tesselation_wire1_sm.jpg" alt="Tessellation off" border="" width="512" height="429"/></a>
<br/>

Tessellation, wireframe:
<br/>
<a href="http://unigine.com/devlog/090928-dragon_tesselation_wire1.jpg"><img src="http://unigine.com/devlog/090928-dragon_tesselation_wire1_sm.jpg" alt="Tessellation on" border="" width="512" height="429"/></a>
<br/>
By the way, this art asset will be used in our upcoming real-time demo, which is to be released in October.
</p>
<p>
PS: Here are some numbers considering performance of CUDA and DirectCompute: <a href="http://unigine.blogspot.com/2009/09/fried-meshes.html">Unigine Crew blog</a>.
</p>

		]]></description></item><item><title>DirectX 11 render, networking sample</title><link>http://unigine.com/devlog/69/</link><author>binstream@unigine.com</author><pubDate>2009-09-15</pubDate><description><![CDATA[
<p>
What's new:
<ul>
	<li>DirectX 11 render is almost ready (tessellation feature still needs to be implemented).</li>
	<li>Shader Model 5.0 is supported now, i.e. the following six types of shaders are available: vertex, hull, domain, geometry, pixel, compute.</li>
	<li>Switch to August 2009 DirectX SDK (don't forget to update your DirectX installation).</li>
	<li>HDR, glow and SSAO are implemented via DirectCompute in DirectX 11.</li>
	<li>Improved performance of DirectX 10 render.</li>
	<li>Textures can be binded to any type of shaders now.</li>
	<li>Renamed d3d10_render_use_*_level_1 console variables to d3d10_render_use_*_level_101.</li>
	<li>Increased maximal shadow map dimension to 8192 in the editor.</li>
	<li>Added cage feature to AmbientMapper (works similar to the NormalMapper one).</li>
	<li>Fixed ambient occlusion bug with enabled impostors.</li>
	<li>Improved SSAO that takes into account normal map data and provides better quality and reasonable performance (requires re-adjusting parameters).</li>
	<li>GUI rendering speedup.</li>
	<li>Updated HDR post-processes (refactoring, improved performance).</li>
	<li>Added HDR shaft flare effect.</li>
	<li>Detail textures can use 1st or 2nd UV channels for all meshes.</li>
	<li>Plugins for Maya 10.0 (2009).</li>
	<li>Fixed bug with physique modifier in 3dsMax skinned mesh export plugin.</li>
	<li>ObjectGUI without background isn't blurred by the DoF filter.</li>
	<li>Warm start of physical joints.</li>
	<li>Improved freezing of physical objects with joints.</li>
	<li>Added "softness" joint parameter to be used along with "restitution" for fine tuning (use with care, it can affect joint stability).</li>
	<li>Reduced memory consumption by physical contacts data.</li>
	<li>Collision detection speedup.</li>
	<li>Fixed bug with referencing to deleted objects in UnigineScript.</li>
	<li>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.</li>
	<li>Added functional constructors (Unigine::ExternClass::addConstructor() with two arguments) and destructors (Unigine::MakeExternClassDestructor()) of external classes to be exported in UnigineScript via C++ API.</li>
	<li>Faster interconnection between C++ API and scripts.</li>
	<li>Added integration sample for <a href="http://www.jenkinssoftware.com/">RakNet</a> high-level networking library (source/samples/Network), see "Programming / Application Samples / Network Sample" section of the manual.</li>
	<li>Added network chat sample (data/demos/chat).</li>
	<li>Updated C++ API documentation.</li>
	<li>Completed documentation on UnigineScript library.</li>
</ul>
</p>
<p>
By the way, it seems that mesh skinning via compute shaders is faster than stream out under DirectX 11.
</p>
<p>
Improved SSAO in action:
<br/>
<a href="http://unigine.com/devlog/090915-ssao0.jpg"><img src="http://unigine.com/devlog/090915-ssao0_sm.jpg" alt="Improved SSAO" border="" width="512" height="288"/></a>
<br/>
<a href="http://unigine.com/devlog/090915-ssao1.jpg"><img src="http://unigine.com/devlog/090915-ssao1_sm.jpg" alt="Improved SSAO" border="" width="512" height="288"/></a>
<br/>
<a href="http://unigine.com/devlog/090915-ssao2.jpg"><img src="http://unigine.com/devlog/090915-ssao2_sm.jpg" alt="Improved SSAO" border="" width="512" height="288"/></a>
</p>
<p>
HDR shaft flare post-effect:
<br/>
<a href="http://unigine.com/devlog/090915-shaft_flare.jpg"><img src="http://unigine.com/devlog/090915-shaft_flare_sm.jpg" alt="HDR shaft flare" border="" width="512" height="288"/></a>
</p>

<p>
PS: Massive reinforcements of our team has arrived: Pavel Kurinnoy (tools developer), Evgeniy Yundin (QA engineer) and Alexey Maslennikov (sales manager).
</p>

		]]></description></item><item><title>Physics speedup, CCD and multi-threading</title><link>http://unigine.com/devlog/68/</link><author>binstream@unigine.com</author><pubDate>2009-08-10</pubDate><description><![CDATA[
<p>
Recent changes:
<ul>
	<li>Huge physics performance boost.</li>
	<li>Full repeatability of physical simulation even on different CPUs.</li>
	<li>Time snapshots of physics (time rollback is required for networking).</li>
	<li>Joint limits visualization.</li>
	<li>Removed "accuracy" flag for joints.</li>
	<li>Added "collider" flag in nodes; when it is set to off the object doesn't participate in physical simulation (enabled by default).</li>
	<li>Radius of physics simulation can be decreased without causing problems.</li>
	<li>Multi-threaded simulation of physics; it can be distributed among several CPU cores now. Change of physics_num_threads console variable doesn't require engine restart, it's applied on the fly.</li>
	<li>Added continuous collision detection (CCD) for spheres and capsules.</li>
	<li>Added PhysicalForce object for simulation of point forces (attracting and repelling).</li>
	<li>Added new physics samples.</li>
	<li>Improved wind formula for vegetaion.</li>
	<li>Added math and comparison operators for Variable class in C++ API.</li>
	<li>Updated Ogg Theora loader that supports multi-stream video.</li>
	<li>Added WidgetCanvas widget for drawing text, lines and polygones.</li>
	<li>Access to properties and materials by index.</li>
	<li>Refactored ObjectMeshDynamic with support of several surfaces.</li>
	<li>Added File class into C++ API for working with internal virtual filesystem.</li>
	<li>Added engine.profiler.isEnabled() and engine.profiler.getValue(string name) functions into UnigineScript.</li>
	<li>Removed the lightmap support from vegetation shaders.</li>

	<li>fade_power parameter is renamed into fade_attenuation for ObjectGrass, ObjectParticles and WorldCluster (don't forget to run scripts/Upgrade/upgrade.py script).</li>
	<li>Added support of Maya 10.0.</li>
	<li>Added description of node layers, node references and properties to the "Principles of Operation / Virtual Worlds" chapter of the reference manual.</li>
	<li>Updated C++ API documentation.</li>
	<li>Updated UnigineScript library documentation.</li>
</ul>
</p>
<p>
Physics module improvement is still in progress, there will be more updates on that later this month.
</p>
<p>
Here is the mesmerizing example of time reverse feature in physics:
<br/>
<br/>




<br/>
<a href="http://www.youtube.com/watch?v=HaeZQgv_Nqw">Video demonstrating physics time reverse feature</a>

</p>
<p>
PS: We have also started developing visual flow graph editor that will be used for both game framework and animation tree.
</p>
<p>
PPS: Creators of the Unigine-based "Syndicate-online" MMORPG has opened doors for participants of the second stage of the Closed Beta Testing. <a href="http://syndicate-online.com/">Read more on the official website of the game</a>.
</p>

		]]></description></item><item><title>Tessellation</title><link>http://unigine.com/devlog/67/</link><author>binstream@unigine.com</author><pubDate>2009-07-22</pubDate><description><![CDATA[
<p>
What's new:
<ul>
	<li>Full transformations of point forces in particle systems, added 'rotator' and 'attractor' features.</li>
	<li>Unicode names of joysticks.</li>
	<li>Dedicated tree for objects with collision detection enabled.</li>
	<li>All fonts and textures can be shared between GUIs.</li>
	<li>Performance optimization for multiple ObjectGUIs.</li>
	<li>Added Qt-based integration sample with multiple windows.</li>
	<li>Deffered buffer is decreased in size for low shader profile.</li>
	<li>Transfer of user-specified classes between C++ API and UnigineScript.</li>
	<li>Billboards speedup.</li>
	<li>More compact variables in UnigineScript.</li>
	<li>Added new Expression class in UnigineScript, that can compile and execute arbitrary code in runtime.</li>
	<li>Minor performance improvement of clouds.</li>
	<li>Plugins for 3dsMax 12 (2010).</li>
	<li>Correct replication of NodeReferences during assignment of properties and materials.</li>
	<li>Added support of Cage mesh in NormalMapper, that allows to select a desired high-poly object.</li>
	<li>Height textures are renamed into parallax ones, use '_h' postfix instead of '_p'.</li>
	<li>Improved documentation on UnigineEditor and ResourceEditor.</li>
	<li>Support of AMD hardware tessellator in ResourceEditor via AMD_vertex_shader_tessellator.</li>
</ul>
</p>
<p>
Hardware tessellation is a very attractive technology, artists can waste hours looking at real-time change of low-poly models tessellation.
Unfortunatelly now it is available in OpenGL with AMD cards only. However, later this year Windows 7 is to be released, that introduces DirectX 11 with support of hardware tessellation.
</p>
<p>




<br/>
<a href="http://www.youtube.com/watch?v=C8TKUlMzcbw">Short video on YouTube demonstrating tessellation</a>

</p>
<p>
PS: We also work very closely with AMD video driver team now, these guys provide really useful help with fast driver bugfixes for both Windows and Linux versions.
</p>
<p>
PPS: Our CEO (Denis Shergin) and CTO (Alexander Zaprjagaev) will attend <a href="http://www.gdceurope.com/">GDC Europe</a>, which will take place in Cologne, Germany this August.
Please contact us via info@unigine.com to make an appointment if you would like to meet.
</p>
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