Devlog - Indoor system is ready!

December 16, 2006

It seems that this devlog is updated primarily on weekend. We are busy with development, support and new demos production on other days, sorry.

Recent changes:

  • Minimization of CPU cache misses.
  • DIP speed increase up to 550 kDIP/s (OpenGL) and 360 kDIP/s (Direct3D9).
  • GUI improvements (upgrade.py script should be used for migration).
  • System of sectors and portals.
  • Reduction of allocation count per frame.
  • Some changes in materials concerning alpha testing.
  • ASCII Scene Export (ASE) format support.
  • Wavefront OBJ (OBJ) format support.
  • World, parent and local transformations of objects in UnigineEditor.

Minimization of CPU cache misses was a real headache for Frustum (if someone still doesn't know him, it's our lead developer, Alexander Zaprjagaev) but the juice was worth the squeeze, now we have a noticeable performance improvement.

Indoor system (sectors, portals and occluders):
Sectors and portals

Last time we forgot to show a screenshot regarding immovable dynamic lights optimization, you can see it below. There are 40 (sic!) dynamic lights (omni directional with enabled shadows) in the scene - 6.400.000 polygones without the optimization, only 194.000 polygones with it. Not bad, huh?
Lights optimization

By the way, the screenshot is taken from our new large-scale demo, which will be ready only in 5-6 months, but it will be very interesting surprise. Sorry for the strange perspective, we just don't want to reveal the secret before time.