binstream Posted December 1, 2010 Posted December 1, 2010 http://unigine.com/products/unigine/roadmap-2011/ New Platforms: * Xbox 360 * Handhelds (to be announced) * Mac OS X High-Level Game Systems: * Flow graph * Sequencer * Pathfinding * Improved character system Networking: * Steam integration * Multiplayer shooter sample Tools: * Cut-scene editor * Animation editor * Multi-monitor support in UnigineEditor * Improved brushes in UnigineEditor * Live edit on target platforms * Improved batch export from 3D editors Documentation: * Video tutorials * Online access to daily updated documentation Please post your feedback on that.
steve3d Posted December 1, 2010 Posted December 1, 2010 is it possible to make physics and particles use gpu to calculate? and make directx10 and 11 use multi-thread to render
ulf.schroeter Posted December 1, 2010 Posted December 1, 2010 Please post your feedback on that. High-Level Game System and Tools are for sure of high importance. Missing from our point of view Large World Management zone-based runtime background node file streaming for unlimited worlds large coordinate handling Rendering SpeedTree-like ObjectForrest for optimized large-forrest rendering Leadwerks Engine GDC2010 presentation shows very powerfull forest rendering. They support automatic 6-side-billboard texture atlas creation for 3D tree geometry and 3D geometry to billboard transition at user-specified distances. Would be great to see something similar in UNIGINE as a next-step extension to the very nice vegetation smooth LOD fade / wind animation features.
cory.sharplin Posted December 2, 2010 Posted December 2, 2010 An asset management system for Multi user/editor support for the Unigine editor eg: multi user level design with versioning, syncing, check in/out etc. – Start with – Unigine Editor, then move into - Adobe, Maya, Max for game models textures and art assets. High-level behavior modeling like xait a rule-based system that lets you achieve realism in artificial intelligence and build it up like OOP. Character/AI behavior modeling including a graphical, realtime debugger. More sophisticated UNIGINE script debugger GUI as per ulf.schroeter feedback request, could also link into asset management system for code control and realtime updates. FYI, videos are a great addition to your product can’t wait till your advanced ones to learn your tips! A useful tutorial for learners is using Vue to create a real-time procedural terrain then rendering it in Vue to .PSD for the mask layers to map the high resolution texture mapping to the RGBA channels. This is making the most realistic terrain environments I can for you engine and needed for you terrain tutorial.
danni.coy Posted December 2, 2010 Posted December 2, 2010 [*]An asset management system for Multi user/editor support for the Unigine editor eg: multi user level design with versioning, syncing, check in/out etc. – Start with – Unigine Editor, then move into - Adobe, Maya, Max for game models textures and art assets. Out of curiousity why not use one of the existing version control systems. We use subversion here, there is also git, bizaar, mercurial or if you have the money and want something artist friendly alien brain. To my mind using a dedicated tool would be faster more reliable than Unigine would be able to come up with in a short time frame of course some kind of front end to one of these systems inside the editor would be welcome that or something like verse. current version We have pretty much the same requirements as Ulf here, large streaming worlds and forests are important to us too and the new tools will be very welcome.
alex.dovgodko Posted December 2, 2010 Posted December 2, 2010 We also miss: - Support of the big worlds, like Ulf described. - Visual debugger. - Fast access to encoded ZIP-archive contents. Engine file system works with textures/meshes stored in encoded ZIP-archives very slow, and the whole game performance suffers in such case. We got around 10K files (including 3K of terrain files) in our project, which we can't hide because of the mentioned problem (only scripts and engine core are stored in encoded archives).
binstream Posted December 3, 2010 Author Posted December 3, 2010 Since now there is a flexible C++ plugin system available in Unigine, we plan to add integration plugins for libraries like SpeedTree and Scaleform to be available out-of-the box. It's still under consideration, but a possible arrival date for that is the middle of the year.
ivan.cuevas Posted December 7, 2010 Posted December 7, 2010 Multi-monitor support is very promising. It's an excellent fearure for non-game applications and for developing content creation tools... Can you explain a little bit more what do you want to do? When do you plan to release it?
binstream Posted December 14, 2010 Author Posted December 14, 2010 Large coordinate handling is also a priority feature for serious games applications, so we plan to add it in 2011 as well.
danni.coy Posted December 15, 2010 Posted December 15, 2010 Large coordinate handling is also a priority feature for serious games applications, so we plan to add it in 2011 as well. You rock
ulf.schroeter Posted December 15, 2010 Posted December 15, 2010 Large coordinate handling is also a priority feature for serious games applications, so we plan to add it in 2011 as well. Really great !
ulf.schroeter Posted December 15, 2010 Posted December 15, 2010 we plan to add integration plugins for libraries like SpeedTree to be available out-of-the box. We already made some experiences with SpeedTree wrapper integration of another game engine and this is really an ugly solution with lots of defects, non-functional intersection testing, etc. My plea: simple UNIGINE import/conversion functions for SpeedTree model files would be great, but please provide your own, highly integrated and conceptual consistent rendering solution - e.g. ObjectForest as described above - based on your native new vegetation system ! All required pieces are already in place and Leadwerks sample shows, that this is perfectly possible without SpeedTree runtime code. Besides technical aspects it would also avoid a customer SpeedTree licence requirement.
binstream Posted December 15, 2010 Author Posted December 15, 2010 We already made some experiences with SpeedTree wrapper integration of another game engine and this is really an ugly solution with lots of defects, non-functional intersection testing, etc. My plea: simple UNIGINE import/conversion functions for SpeedTree model files would be great, but please provide your own, highly integrated and conceptual consistent rendering solution - e.g. ObjectForest as described above - based on your native new vegetation system ! All required pieces are already in place and Leadwerks sample shows, that this is perfectly possible without SpeedTree runtime code. Besides technical aspects it would also avoid a customer SpeedTree licence requirement. Yes, we are intended to avoid SpeeTree rendering code because it doesn't fit into our rendering system.
ulf.schroeter Posted December 15, 2010 Posted December 15, 2010 Yes, we are intended to avoid SpeeTree rendering code because it doesn't fit into our rendering system. thank god !
ulf.schroeter Posted December 19, 2010 Posted December 19, 2010 Large coordinate handling is also a priority feature for serious games applications, so we plan to add it in 2011 as well. Would it be possible to get a short overview of planned large coordinate/database features ? I think some pre-design customer feedback based on real-world requirements would be very helpful both for UNIGINE and its customers.
binstream Posted December 19, 2010 Author Posted December 19, 2010 Would it be possible to get a short overview of planned large coordinate/database features ? I think some pre-design customer feedback based on real-world requirements would be very helpful both for UNIGINE and its customers. We discussed it internally and decided that there will be two different builds (with float coords and with more precision) because the feature has severe performance penalty so it will be disabled for game applications.
binstream Posted December 27, 2010 Author Posted December 27, 2010 Pathfinding is ready in 2010, OpenGL ES support is added also.
ulf.schroeter Posted December 27, 2010 Posted December 27, 2010 We discussed it internally and decided that there will be two different builds (with float coords and with more precision) because the feature has severe performance penalty so it will be disabled for game applications. Hi Denis, would it be possible to get a consolidated 2011 planed feature list including a rough time table Q1/2/3/4 ?
binstream Posted December 27, 2010 Author Posted December 27, 2010 Hi Denis, would it be possible to get a consolidated 2011 planed feature list including a rough time table Q1/2/3/4 ? I guess we will make one after releasing the last SDK update for this year.
binstream Posted January 5, 2011 Author Posted January 5, 2011 Support of tablet devices is on the way, more details will be announced soon.
steve3d Posted January 11, 2011 Posted January 11, 2011 how about making mesh_terrain_base a general material and make mask paint tool available to this material, so that this material can work like mesh painting in udk
binstream Posted January 16, 2011 Author Posted January 16, 2011 Updated version: New Platforms: * Android * iPad * Xbox 360 * Mac OS X High-Level Game Systems: * Flow graph * Sequencer * Pathfinding * Improved character system * Improved animation tree World Management: * Zone-based runtime background node file streaming for unlimited worlds * Increased coordinate precision Networking: * Steam integration * PSN integration Tools: * Asset manager * Cut-scene editor * Animation editor * Multi-monitor support in UnigineEditor * Improved brushes in UnigineEditor * Live edit on target platforms * Improved batch export from 3D editors Documentation: * Video tutorials * Online access to daily updated documentation
ulf.schroeter Posted January 16, 2011 Posted January 16, 2011 World Management: * Zone-based runtime background node file streaming for unlimited worlds * Increased coordinate precision Great, hopefully quite soon available :blink:
manuel.gysin Posted January 17, 2011 Posted January 17, 2011 * Improved character system Is there any ETA for this and what I can understand under improved? (Re)write the character system is one of our next milestones, so it would be nice to know if we better wait or start now with it.
binstream Posted January 18, 2011 Author Posted January 18, 2011 Is there any ETA for this and what I can understand under improved? (Re)write the character system is one of our next milestones, so it would be nice to know if we better wait or start now with it. Q2/Q3
Recommended Posts