Devlog - Water
December 23, 2009
What's new:
- Added SpawnThreshold parameter for particle systems (spawn rate for 'random' and 'spark' emitters depends on the speed of parent objects).
- Separate axis flip for particles: 'variation_x' and 'variation_y' parameters (run upgrade.py script for data upgrade).
- Shared 2D reflections (the same way as cube reflections are shared).
- New BodyWater for physical simulation of shallow water with two-way interaction.
- Access to floating objects in PhysicalWater.
- PhysicalWater and BodyWater spawn spark particles on contact, if particle system is made a child node.
- Emitters of child particle systems are synchronously enabled when the parent emitter is enabled.
- Continuous collision detection for spheres vs convex hulls, spheres vs meshes, capsules vs convex hulls and capsules vs meshes.
- Less memory allocations by render.
- Added two more flags for nodes: isVisible (the node was shown in a viewport) and isShadow (the node casted shadow).
- Added camera limitations for PlayerSpectator.
- Per-object freeze speed of physical objects.
- Inverse kinematics for ragdolls.
- Added more physical cloth samples, including ones of attaching the cloth to skinned mesh.
- Added BodyWater samples.
- Added inverse kinematics samples.
- Visualization of full ragdoll hierarchy and bone hierarchy in UnigineEditor.
- Reduced memory consumption by plugins for 3D editors.
- Fixed MeshSkinnedImport plugin for 3ds Max.
- Updated Softimage plugins (usability improvements).
- Added documentation on grass ("Principles of Operation / Objects / Grass" section of the manual).
API changes:
- engine.world.addVisibleNode() is renamed into engine.world.addUpdateNode().
- engine.world.getNodes() is renamed into engine.world.getIntersectionNodes().
- engine.world.getObjects() is renamed into engine.world.getIntersectionObjects().
Physical cloth on skinned mesh objects:
Interaction of objects with physical water:
Last News
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The game is powered by UNIGINE Engine and features cutting edge physics and destruction on mobile devices.
Read more in the official press-release.
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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.
