Double-Precision "Huge Worlds" In Unigine
Unigine Corp released an OilRush game update before the end of last week, but the developers from their Russian studio continue to be hard at work at improving the core engine itself for them and their clients. The latest revision of the Unigine Engine now supports huge worlds with a double-precision coordinate system.
The Unigine Engine can now be built with a double-precision coordinate system rather than being single-precision based, which will allow for massively new maps/worlds. "It's possible to create virtually unlimited worlds with the highest level of details (maximum coordinates are effectively 536,870,912 times larger). If a single precision world compares to an Earth range, double precision allows to create the whole Solar System and beyond. This feature can be very helpful for some VR/simulation applications, e.g. for flight simulators."
With the double-precision coordinate support is also changing of rendering all objects in camera space, nodes working in relative space, and support for a greater number of node children. The latest revision to Unigine also handles particles casting volumetric shadows, UnigineScript enhancements, a Mac OS X Unigine SDK, an Apple iOS Unigine SDK, support for the NEON instruction set on ARM platforms, OpenAL support for Android, documentation improvements, and various other enhancements.
More information is available from the Unigine development log. Now just to wait for more games and applications to actually ship with this impressive multi-platform engine...
The Unigine Engine can now be built with a double-precision coordinate system rather than being single-precision based, which will allow for massively new maps/worlds. "It's possible to create virtually unlimited worlds with the highest level of details (maximum coordinates are effectively 536,870,912 times larger). If a single precision world compares to an Earth range, double precision allows to create the whole Solar System and beyond. This feature can be very helpful for some VR/simulation applications, e.g. for flight simulators."
With the double-precision coordinate support is also changing of rendering all objects in camera space, nodes working in relative space, and support for a greater number of node children. The latest revision to Unigine also handles particles casting volumetric shadows, UnigineScript enhancements, a Mac OS X Unigine SDK, an Apple iOS Unigine SDK, support for the NEON instruction set on ARM platforms, OpenAL support for Android, documentation improvements, and various other enhancements.
More information is available from the Unigine development log. Now just to wait for more games and applications to actually ship with this impressive multi-platform engine...
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