At the end of the year, I'd like to see Unigine vs. XreaL vs. Cube2 vs. Blender Game Engine compared![]()
Phoronix: Unigine Working On New Physics, Multiplayer
Our friends at Unigine Corp have published a 2009 development road-map for the Unigine Engine, their cross-platform gaming engine that is able to deliver stunning graphics on Linux. In 2009 the Unigine Engine is set to receive support for game consoles, improved physics capabilities, multi-monitor support, world layers support, an integrated terrain editor, high-level vehicles support, a new game logic framework, and much more. When it comes to the physics support they are working on a new collision detection system, force fields, fluid interaction, fluid buoyancy, inverse kinematics, rag-doll blending with animation, and multi-threaded physics...
http://www.phoronix.com/vr.php?view=NzIxNA
At the end of the year, I'd like to see Unigine vs. XreaL vs. Cube2 vs. Blender Game Engine compared![]()
Wauu this engine is awesome. But damn, it kills my gfxcard.
My score:
FPS: 5.79191
System: Linux 2.6.27-14-generic i686
CPU: Intel(R) Core(TM)2 Duo CPU T9300 @ 2.50GHz 2493MHz MMX SSE SSE2 SSE3 HT
GPU: ATI Mobility Radeon HD 3650 2.1.8543 Release
System memory: 3038 Mb
Video memory: 1024 Mb
Fglrx 9.3
I wonder what you got in "score" ?
EDIT:
With the newest fglrx 9.4 I get this:
FPS: 5.71266
So not much optimation from 9.3. At least not with this engine.
Last edited by tball; 04-17-2009 at 10:12 AM.
Yeah, the Unigine demos chew up GPUs a lot. Running their binaries from their site directly, this is what I get with everything on and 4xAA 16xAF:
Tropics
Ubuntu 8.10
fps: 25.7
score: 648
Sanctuary
Ubuntu 8.10
fps: 28.1
score: 1190
Nevermind. Thought this was a FOSS project.
Last edited by aaaantoine; 04-17-2009 at 10:26 AM.
I personally hope some company will use this to make an Elder Scrolls like game for linux.
What about OGRE, Crystal Space, Horde3D, Irrlicht and Dark Places (Nexuiz)?
Some of them are only renderes not entire game engines. It's unfair to compare just rendering to a full game engine spending processing time on more than just rendering.