A short webinar in which the author of the new vehicle physics engine used in eXpanSIM explains how it works and compares his original solution with other existing approaches.
Let us say you are planning to make a new innovative vehicle simulator. There are currently two leading game engines that you can choose: Unity and Unreal Engine. Which one would give you the best results? Which technology allows you to effectively minimise the development time? Although there is no universal answer for all projects, we can focus on the analysis of a particular case, which will help you to capture the big picture.
In this blog article, we will try to provide a comprehensive answer to the question of why eXpanSIM is developed in Unity instead of Unreal Engine.
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Today we visited Wroclaw University of Science and Technology to talk about optimising the performance in Unity engine. Achieving good performance is not an easy task, and it requires a lot of time, which you can save by relying on our experience. We collected a fistful of helpful tips in a public Google Slides presentation, where you can leave comments and share your experience.
You have probably experienced stretched and ugly-looking textures on steep slopes when using the terrain engine in Unity. It is caused by a simple planar UV mapping that is employed by the built-in terrain shader. The problem can be solved by applying the triplanar texture mapping. It gives nice-looking textures on vertical surfaces and other complex shapes. This tutorial explains how the technique works, and it provides simple code examples.
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