Image courtesy of Ai3D Pty Ltd

Unbounded Worlds

UNIGINE is designed to handle virtual worlds of unprecedented scale without limits. Some examples include:

  • Coast-to-coast transportation
  • Detailed urban planning projects
  • Countrywide military operations
  • Flight simulators of the continent scale
  • Space mission simulation

With double precision of coordinates in UNIGINE, it is possible to achieve real-world scale of virtual scenes as large as the solar system.

Double Precision of Coordinates

UNIGINE features 64-bit double precision math (instead of regular 32-bit float precision) to define coordinates of objects in the virtual scene. Therefore it is possible to create virtually unlimited worlds with the highest level of detail (maximum coordinates are effectively 536,870,912 times larger than for 32-bit float precision).
Game engines normally operate with float precision only.

Why Precision Matters

There are cases when you need to calculate very large numbers (e.g., the distances in space) or, conversely, very small numbers (e.g., the distances in a microcosm).

In the virtual scene, object transformations (including locating, rotating and scaling), animation and physics implementation with float precision lead to a positioning errors, which in turn cause objects to jitter. Positioning errors also may lead to a vertex collapse so a mesh will have distorted shape.
In reality, float precision limitations are noticeable even on scenes larger than 10x10 km due to the accumulation of positioning errors, so double precision should be used for anything larger to maintain accuracy.

Vast Vegetation

Procedural placement of objects allows generation of naturalistic vegetation with very little effort. There are also special performance-optimized types of objects for trees, plants and small clutter objects in order to create photorealistic close-up scenes that can seamlessly transit into a bird's-eye view.

Depth Precision

Aerospace simulation often requires an ability to render very close and very distant objects in the same frame without Z-fighting or any other depth buffer issues. UNIGINE provides increased depth precision thanks to the logarithmic depth buffer technology, making it a perfect choice for planetary rendering.

Real-Size Landscape

UNIGINE supports very detailed terrain up to thousands of kilometres in size. Large-scale natural locations and dense urban environments can be easily filled with objects thanks to the automatic placement system based on layered density masks.

Geospatial Data

The engine supports conversion from WGS84, ECF and NED coordinate systems into the Cartesian system, thus enabling use of real-world GIS data.

Image courtesy of Ai3D Pty Ltd

Maximum Visibility Distance

Advanced Level of Detail (LOD) system with various performance optimizations allows unmatched visibility distance. Thanks to the advanced atmosphere model, a limited Earth curvature simulation is also available for high-altitude aircraft.

Complete Scene Graph Solution

There is a full-featured built-in scene graph with:

  • Hierarchy of nodes
  • Relative object-space transformations
  • Easy control over nodes and branches
  • Spatial multi-tree subdivision

Extreme Data Streaming

UNIGINE performs lightning-fast background loading of assets to even handle supersonic flight simulators over extremely detailed scenes without lag. On-the-fly file unpacking reduces disk system requirements, thus saving on costs. Fine control over asynchronous data streaming queues and support for zone loading are also available. Data loading is performed in a separate CPU thread, making the efficient use of modern multi-core systems.

Fast Intersection Testing

Unlike other engines, UNIGINE features very fast intersection tests, which have a lot of applications:

  • Line of sight detection
  • Height above terrain requests
  • Algorithms based on ray casting