Archive For The “Game Engines” Category
Xenko is an upcoming C# game engine aiming at the future of technology.
UNIGINE is designed to handle virtual worlds of unprecedented scale without limits. Unigine features 64-bit double precision math (instead of regular 32-bit float precision) to define coordinates of objects in the virtual scene. Therefore it is possible to create virtually unlimited worlds with the highest level of detail (maximum coordinates are effectively 536,870,912 times larger than for 32-bit float precision). Game engines normally operate with float precision only.
In the virtual scene, object transformations (including locating, rotating and scaling), animation and physics implementation with float precision lead to a positioning errors, which in turn cause objects to jitter. Positioning errors also may lead to a vertex collapse so a mesh will have distorted shape.
In reality, float precision limitations are noticeable even on scenes larger than 10×10 km due to the accumulation of positioning errors, so double precision should be used for anything larger to maintain accuracy.
UNIGINE supports very detailed terrain up to thousands of kilometres in size. Large-scale natural locations and dense urban environments can be easily filled with objects thanks to the automatic placement system based on layered density masks.
Some examples include:
• Coast-to-coast transportation
• Detailed urban planning projects
• Countrywide military operations
• Flight simulators of the continent scale
• Space mission simulation
Live demonstrations of a handful of upcoming Unity graphic improvements, including shader instancing with Apple’s Metal, an Image Sequencer Tool that imports video frames and creates an animated texture atlas, a unified Image Effects component combining color correction, depth of field, and temporal anti-aliasing in fewer drawcalls, and finally improvements to Unity’s global illumination lightbaking.
* Filip Iliescu (Strategic Partnership Manager & R&D Developer, Unity Technologies) – Metal for iOS, tvOS, and macOS, Metal instancing demo
* Lucas Meijer (Technical Director, Unity Technologies) – Artist tooling, Image Sequencer demo
* Matt Dean (QA STE – Graphics, Unity Technologies) – Post Processing demo
* Juan Martinez (Technical Artist, Playful Corp) – Progressive light mapper, sneak peek of Playful’s next project
Unity Keynote speech at Unite Los Angeles 2016 is now live.
Announcements have included a demonstration of new image effects, temporal anti-aliasing, and OTOY’s Octane Renderer running in Unity.
Unreal Engine 4.13 has arrived! In this version you’ll find numerous improvements across the board.
Many new rendering features have been added, such as mesh decals, Blueprint drawing to render targets, GPU morph targets, refraction improvements and high quality, optimized noise functions are now available to materials. Shadow map caching allows for more shadow-casting dynamic lights in a scene than ever before!
Sequencer, our new non-linear cinematic editor, has been updated with a slew of new features for high-end cinematography. Live recording from gameplay has been significantly improved. Also, you can now transfer shots and animations back and forth from external applications. You can see these features in our SIGGRAPH Real-Time Live! 2016 demonstration.
Alembic support allows you to import complex and interesting vertex animations. And the new Physical Animation Component lets your characters respond realistically to physical forces by driving their skeletal animation through motors.
Stingray 1.4 brings many new workflows to game makers and design visualization professionals. Stingray connectivity with Autodesk 3D animation tools is better than ever with Level Sync; now you can export and sync entire scenes between Stingray and Maya or Maya LT. We’ve also improved support for VR platforms, adding support for Oculus Rift SDK 1.3 and SteamVR SDK 0.9.19, in addition to adding new visual scripting capabilities for the Vive controllers. AI behaviors can be more varied with support for multiple NavMeshes, artists can edit UV offset and scales directly in Stingray, and much, much more.
– Level Sync with Maya and Maya LT
– WebGL2 support
– VR support
– Flow scripting for Vive controllers
– Cross-project asset sharing
– Multiple databases for Gameware Navigation
– Edit UV scale/offset values in Stingray
– Editor plug-in framework unveiled
– The Plugin Manager
– Material interop support for 3ds Max
– Expanded Android support
– Asset Browser improvements
– Shader Graph improvements
– Flow scripting improvements
– Uniform scaling
– Support for TIFF files
– Cloth simulation improvements
– Sort decals
– Improved rendering performance
– GLSL lens effect shaders
– New Stingray light baker settings
– Updated PhysX plug-in
Stingray offers a powerful rendering system that can deliver superb visuals. It also includes tools to help game makers achieve the desired look and feel of their game.
– Physically based shading and materials help you create more realistic-looking game worlds that can mimic real-world visual effects.
– A variety of post-processed visual effects can help game makers of any skill create advanced looks without affecting performance.
– Create advanced particles, such as lit particles and dynamic shadows, with little extra development work, to add ambiance and feeling to a game.
– Lightmap baking with Beast global illumination technology can help you create realistic-looking lighting effects with minimal performance impact.
– A high-performance reflection system allows for more believable and visually impressive game environments.