Unigine Engine Now Complies With OpenGL 3.2 Core

Posted by Michael Larabel on February 11, 2013

A development log update posted to the Unigine website reaffirms what I wrote this past weekend with Unigine Valley and Unigine Heaven 4.0 Coming Next Week.

The engine development log doesn't talk about tomorrow's release of Unigine Heaven 4.0 or Thursday's release of Unigine Valley, but it goes over the recent changes. The changes include the visually-intense cross-platform game engine now supporting anti-aliasing on Mac OS X, the OpenGL renderer targeting (and being in compliance with) the OpenGL 3.2 Core Profile specification, and other items that were exclusively noted in Sunday's Phoronix article.

Other recent Unigine Engine improvements include:

- Plug-ins for being able to import assets from OpenFlight and FBX.

- There's now an urban driving demo for "player-controlled, physics-based vehicle demo in the urban environment, optimized for rendering via occluders. It also goes together with weather presets and a day-night cycle."

- The aforementioned GLSL shaders being in full compliant with OpenGL 3.2 Core, but as talked about on Sunday, this now makes the Unigine Engine not work well for the Mesa / Gallium3D drivers until the OpenGL state within these open-source 3D drivers improve.

- Bokeh flares when using HDR and DOF.

- Improved GPU detection.

- New render console commands.

- Many other improvements and changes through all components of the Unigine Engine.

Read the Unigine Engine development log for more details on the massive changes.

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