Devlog - Animation changes, external GUI
February 04, 2009
Changes of this month:
- External GUI via wxWidgets (for new editor) through C++ API in progress.
- Physical contacts are accessible from PlayerSpectator and PlayerPersecutor.
- StreamRead and StreamWrite are merged into Stream class, which can be used to transfer File and Stream objects into C++ part.
- Image class added to C++ API.
- Controls are now accessible via C++ API.
- setUpdate()/setUpdate functions in C++ API, which controls whether the application will be updating when the window is hidden.
- User-defined classes can be used as keys of maps in UnigineScript.
- Alpha testing is available for mesh materials with detail.
- C++ like scoping for derived classes in UnigineScript (search inside itself, search inside parent class, search its own namespace, search inside parent namespace).
- Reduced number of allocations in call() operator of UnigineScript.
- Simple ImageView tool for viewing of all supported texture formats.
- Improved new() operator now supports the following statements: new("Foo"), new("File","file.txt","wb") in UnigineScript for objects construction of user-defined and extern classes.
- Support of dual quaternion skinning with uniform bone scaling (optional, controlled by render_use_dual_quaternions console variable, disabled by default).
- setFrameBoneTransform() / getFrameBoneTransform() members of ObjectMeshSkinned work in local space.
- Increase of bones per surface limit to 96 (non-uniform scaling isn't supported anymore, be aware).
- New format of skinned meshes (use ResourceEditor for upgrading; don't forget to update plugins), which treats all bone transformations in local space.
- Heavily refactored WidgetListBox and WidgetTreeBox widgets.
- Added multiple re-parenting for nodes in the editor.
- WorldTrigger can be activated by a contact.
- Access to a parent widget in GUI.
- Fixed FOV in camera export script for 3dsMax.
- Animation export plugin for 3dsMax supports compact sanim format.
- High-level scripts are moved into data/scripts directory.
- No more seams on splatting terrain with DX9.0 hardware.
- MeshViewer shows bones hierarchy.
- Optional support of dual quaternions in MeshViewer.
- Shaders performance optimization.
- Support of warming shaders after loading of the world (render_manager_warm_shaders console variable, disabled by default).
- SCons 1.2.0 is supported, it's highly recommended to upgrade to this version.
Here is an example of external GUI for Unigine (it will be used for new version of UnigineEditor, which is scheduled for this year):
Compare results of ordinary animation (note skinning distortion due to large twist angle):
...with dual quaternions one, which provides better quality:
PS: Unigine has celebrated 5th anniversary recently, it's quite a long run, wow.
Last News
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.
Strange Games announced today that it is developing Demolicious; the ultimate action-puzzle-shooter showcasing cutting edge physics and destruction on mobile devices. Powered by the UNIGINE Engine, Demolicious packs a powerful punch technologically and is available in stunning HD.
Read more in the official press-release.
Unigine Corp. opens up an office in Prague, Czech Republic to operate sales for Europe and North America as well as investor relations.
Anton Ravin joins the company as the head of European branch after seven years at NVIDIA.
Read more in the official press-release.
Limited time offer for indie developers: up to November 30, the starting price for indie license (a fully functional binary version of Unigine engine) is only $1299 (royalty-free, unlimited number of seats).
Read more in the official press-release.
BlueGiant Interactive game studio has licensed Unigine engine as a technology platform for its upcoming game titles.
The studio is to announce its first Unigine-powered game in September.
Read more in the official press-release.
