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Author Topic: Unigine  (Read 21185 times)
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Josip Basic


« on: July 08, 2005, 04:24:25 PM »

http://unigine.com

See the features list... Don't miss the screenshots!
I think this engine was http://frustum.org/3d/, now it's commercialized.

I'm very sorry to say this, but,
the version is only 0.3 and features list is triple times than TV's...

Don't be mad at me, it's just objectively observations.
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tvsm.co.cc - TVSceneManager
billythekid
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« Reply #1 on: July 08, 2005, 04:43:01 PM »

Their demo is quite impressive.
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pizzayoyo
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« Reply #2 on: July 08, 2005, 04:43:51 PM »

If you didn't notice, the price is almost 10x truevisions! And thats for a "small-game"
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billythekid
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« Reply #3 on: July 08, 2005, 04:55:20 PM »

Well thats extremely cheap for an engine that may be trying to compete with Unreal caliber engines. Not saying they are, just saying its extremely cheap when you consider that. I dont think they are meaning for their engine to be sold to hobbyists, only professionals.
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pizzayoyo
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« Reply #4 on: July 08, 2005, 05:13:14 PM »

Also, from what i am reading, it uses a script engine using some C++ syntax. Sounds like another torque to me  :roll:
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billythekid
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« Reply #5 on: July 12, 2005, 08:52:37 PM »

Many engines have their own custom scripting language, some are C++ style some are not. Just because Torque is a horrible engine with an even more horrible scripting language doesnt mean that is true for every engine with a scripting language. So maybe their scripting language is good and maybe its not, only one way to find out.
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Slider
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« Reply #6 on: July 13, 2005, 04:09:06 AM »

Quote from: "billythekid"
Many engines have their own custom scripting language, some are C++ style some are not. Just because Torque is a horrible engine with an even more horrible scripting language doesnt mean that is true for every engine with a scripting language. So maybe their scripting language is good and maybe its not, only one way to find out.


Indeed, I wouldn't say the Unreal engine is bad, just to name one, which also has it's own scripting language.
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darqSHADOW
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« Reply #7 on: July 13, 2005, 02:22:52 PM »

Scripting by nature is slower than compiled code.  There is no way around that, especially since text processing is not where computers do their best work, number crunching is.

DS
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Borys Pomianek
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« Reply #8 on: July 13, 2005, 04:28:54 PM »

Yes but we have year 2005 not 1960  :lol:
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pizzayoyo
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« Reply #9 on: July 13, 2005, 05:26:34 PM »

But that still remains true about scripting.
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Waterman
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« Reply #10 on: July 13, 2005, 06:33:51 PM »

Company registered in the Commonwealth of Dominica.

Team:

Alexander Zaprjagaev
Denis Shergin
Anton Suvorov
Eugenia Shergina
Mike Kondratyev

FYI, these are Russian guys and they operate in GMT+0 to GMT+12.

... which by no means has to be a negative thing. There are a number of extremely bright guys at 3D graphics in my neighbor country to east.

I appreciate that they openly hand out info about themselves over the web - that is the absolutely only way to gain peoples trust.
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Things should be described as simply as possible - but not simpler [A. Einstein]
TroM
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« Reply #11 on: July 13, 2005, 07:56:55 PM »

we all know (or should know) that there's bright people any where in the world, including Finland  :lol:
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Diesel
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« Reply #12 on: July 14, 2005, 03:54:25 AM »

Talking about scripting: Unigine was created taking into consideration that there are a lot of programmers who are familiar with C/C++, so our scripts have C/C++ like syntax.

New bytecode compiler for scripting (in Unigine v0.32) is much faster than the old one, but anyway there is a possibility to compile some heavy code instead of using Unigine interpreter.

We will publish soon speed comparison tests of Unigine bytecode compiler, perl, python and lua.
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Borys Pomianek
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« Reply #13 on: July 14, 2005, 09:53:00 AM »

Well just FYI:

Russians where a lot further in terms of sience for decades than USA. ofcourse only untill the soviet union stopd existing.

Olso they have/had  imho some of the best mathematicians in the world.

The first CAD that was released was optimised in Russia so it was olmost half the size of the oryginal thing released in USA.

I think that engine has a very bright future. The lowdown is that it will propably take a lot of time before official release.

BP
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potato
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« Reply #14 on: July 19, 2005, 10:45:06 AM »

The engine looks impressive, but for that kind of price tag it needs to be more than a graphics engine (eg. TV3D)

I don't see much in terms of workflow management and a GAME engine, which certainly is looked for when you're licensing for those prices.
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Diesel
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« Reply #15 on: July 20, 2005, 04:11:36 AM »

Unigine contain not only graphics engine, it also has physics engine, script interpreter, sound support, GUI. The only missing things are network and AI, but we are working on it now.
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Waterman
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« Reply #16 on: July 23, 2005, 06:24:57 AM »

Quote from: "Borys Pomianek"
Well just FYI:

Russians where a lot further in terms of sience for decades than USA. ofcourse only untill the soviet union stopd existing.

Yep. I had the impression that they found some rocket labs & other nice manufacturing industry when they entered parts of Germany 50 years ago, and that helped them a bit on the way ... :-) Oh well ...

Btw, take a look at the About box in Paint Shop Pro 8. About 1/2 of the names are Russian.
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Things should be described as simply as possible - but not simpler [A. Einstein]
Waterman
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« Reply #17 on: July 23, 2005, 06:30:49 AM »

Quote from: "Diesel"
Unigine contain not only graphics engine, it also has physics engine, script interpreter, sound support, GUI. The only missing things are network and AI, but we are working on it now.

As a matter of curiosity: Can you handle parts that require high speed by interpreting(compiling?) a script, and still use use ordinary app-language -> Unigine API calls for the rest?

Example: Load all resources and set upp the data from application code, then start a render loop that is a Unigine script?

The scenario would be using the engine from an interpreted language which is slow at looping.
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Things should be described as simply as possible - but not simpler [A. Einstein]
Diesel
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« Reply #18 on: July 25, 2005, 05:58:09 AM »

2Waterman: I don't understand your question well, but common scheme is the following: all of the 'heavy' tasks are moved into application code (to be executed faster), all the rest is made by scripts.

BTW: here is Unigine bytecode compiler performance tests: http://unigine.com/products/unigine_v0.32/compiler_benchmark/
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Waterman
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« Reply #19 on: July 25, 2005, 06:18:28 AM »

Probably my mistake; i somehow got the impression that you have a .NET interface in addition to the C++ API. Re-visiting your pages, i see that you support C++ at the moment.

The scenarion would have been to perform most tasks (data management) from an interpreted language over the .NET interface and, since the interpreted language is slower than compiled C++, perform time-critical tasks by executing your script code (which i assumed would be faster than doing the same over the .NET interface from the interpreted language, and probably almost as fast as running C++).
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Things should be described as simply as possible - but not simpler [A. Einstein]
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