Feature List of Unigine Engine
See also: Overview of Unigine technologies
Framework |
Render |
Scene Management |
Physics |
Scripting System |
Pathfinding |
GUI |
Sound |
Input Devices |
Network |
Tools
Samples
Framework
- Supported platforms:
- Windows (XP/Vista/7/8) x86/x86_64/ARM
- Linux (kernel 2.6+) x86/x86_64/ARM
- Mac OS X (10.7+)
- PlayStation 3
- iOS (4.0+)
- Android (2.2+)
- Multicore CPU support
- SIMD optimizations: SSE, SSE2, 3DNow!, AltiVec, NEON
- Supported compilers:
- MS Visual Studio 2008-2012
- Apple Xcode (LLVM)
- SN Systems ProDG
- GNU GCC 4.x
- Memory management system
- Save/restore system (full serialization support)
- Extensible C++ API
- Data compression & encryption
- Extensible XML-based data structures
- C++ plug-in system
- Built-in performance profiling tools
Renderer
- Multiple API render:
- Direct3D 9
- Direct3D 11
- OpenGL 3.x
- OpenGL 4.x
- OpenGL ES 2.0
- OpenGL ES 3.0
- PlayStation 3
- Support of GLSL and HLSL shaders
- Shader Model 5.0 support (vertex, hull, domain, geometry, pixel and compute shaders)
- Hardware tessellation support
- DirectCompute support
- Support of OpenGL compute shaders
- 64-bit Color HDR Rendering
- Different shader profiles for better scalability
- Advanced anti-aliasing
- Support of dual quaternion skinning
- Stereo 3D rendering, supported output modes are:
- Anaglyph glasses (red-cyan)
- NVIDIA 3D Vision
- NVIDIA 3D Surround
- Side-by-side stereo
- iZ3D stereo monitors
- Interlaced stereo
- Any dualscreen stereo system with independent input for each eye
- Support of multi-monitor output (monitor walls, CAVEs, AMD Eyefinity)
- Support of NVIDIA SLI and ATI CrossFireX/QuadFireX technologies
- Xinerama support (Linux only)
- Reference software rendering mode (DirectX 11 only)
- Supported GPUs:
- AMD Radeon HD 7570 - HD 7970
- AMD Radeon HD 6450 - HD 6990
- AMD Radeon HD 5450 - HD 5970
- AMD Radeon HD 4350 - HD 4870 X2
- AMD Radeon HD 3430 - HD 3870 X2
- AMD Radeon HD 2350 - HD 2900 XT
- AMD FirePro 3D V3700-V9800
- Intel HD 3000 (Sandy Bridge)
- Intel HD 4000 (Ivy Bridge)
- NVIDIA GeForce GT 520 - GTX 590
- NVIDIA GeForce GT 420 - GTX 480
- NVIDIA GeForce 310 - GT 340
- NVIDIA GeForce G 210 - GTX 295
- NVIDIA GeForce 9400 - 9800
- NVIDIA GeForce 8300 - 8800
- NVIDIA GeForce 7200 - 7950
- NVIDIA Quadro FX (NV40GL+)
- Supported mobile GPUs:
- ARM Mali 400 MP
- Imagination Technologies PowerVR Series 5XT (SGX543MP2-SGX543MP4)
- Imagination Technologies PowerVR SGX545
- Imagination Technologies PowerVR SGX540
- Imagination Technologies PowerVR SGX535
- Imagination Technologies PowerVR SGX531
- Imagination Technologies PowerVR SGX530
- NVIDIA Tegra 3
- NVIDIA Tegra 2
- Qualcomm Adreno 320
- Qualcomm Adreno 225
- Qualcomm Adreno 220
- Qualcomm Adreno 205
Lighting
- Per-pixel dynamic lighting
- SSAO (screen-space ambient occlusion)
- Real-time global illumination
- Different types of lighting models (Phong, Anisotropic)
- Ellipsoid lights with different attenuations
- Light maps support
- Light scattering
- Special light source type based on spherical harmonics
- Per-surface light masks
Shadows
- PSSM (Parallel Split Shadow Map)
- Soft shadows
- Translucence
- Per-surface shadowing settings
- Configurable shadow ambient
Materials
- Hierarchy of materials with parameter's inheritance and overloading
- Normal mapping
- Parallax occlusion mapping
- Specular maps
- Emission textures
- Glow textures with blur
- Arbitrary polygon offset
- Dynamic transformations of UV coordinates
- Alpha testing support
- Different blending functions
- Special foliage material
- Materials with double texture set (tile and detail)
- Support of 16bit precision per channel for textures
Special Effects
- Volumetric light scattering
- Bokeh DOF
- Water with surf zone and caustics
- Volumetric 3D clouds
- Particle systems with different types of emitter, forces and animated textures support
- Motion blur
- Volumetric light, shadow and fog
- Dynamic reflections (2D and cubemap)
- Fresnel refraction
- Decals
- Billboards
- Lens/cross flares
- Color transformations (brightness, contrast, saturation, gamma correction)
- Procedural grass
Scene Management
- Support of both float and double precision coordinates
- Dynamic asynchronous data streaming
- Support of zone-based loading
- Seamlessly interconnected indor and outdoor scenes
- Advanced LOD (Level of Detail) system
- Software occluders
- Dynamic tree-based subdividing (outdoor)
- Portal rendering (indoor)
- Terrain: up to 65537 x 65537 cells in size, holes support, data streaming, hardware tessellation, 9 LODs with full geomorphing
- Dynamic worlds merging
- Clutter objects system
- Impostors support
- Full-scene serialization
Physics
- Collision detection
- Comprehensive set of geometric primitives (box, sphere, capsule, cylinder, convex hull)
- Rigid body physics
- Various joints, motors and springs
- Dynamic destruction of objects
- Vehicle physics
- Particle system physics
- Cloth physics
- Rope physics
- Rag doll physics
- Inverse kinematics
- Force fields
- Fluid buoyancy and interaction
- Time reverse support
- Multi-threaded core
Scripting System
- Object-oriented programming
- UnigineScript language (similar to C++ in syntax)
- Built-in fast 3D mathematics (vectors, matrices and quaternions with all corresponding functions)
- Multi-threading support
- Transparent interconnection with external C++ functions and classes
- Virtual machine with full state saving/restoring
- Byte-code compiler (with caching support) and optimizer
- Regular expressions support
- Built-in debugger
- Built-in performance profiler
- Well-documented library of built-in functions and classes (more than 4000 functions)
- Skinner system (animation tree)
- Schemer system (visual block-based scripting)
- Tracker system (universal sequencer)
Pathfinding
- 2D and 3D pathfinding
- Dynamic obstacle management
- Deferred pathfinding
- Performance-optimized calculations in a separate thread
Graphic User Interface
- Comprehensive set of widgets, containers and dialogs
- 3D effects
- UI files in XML format
- Localization packs support
- TTF support
- Unicode (UTF8) support
- Microsoft IME support for Eastern languages
- Skin system
- Multi-monitor GUI
- Video playback (OGG Theora)
- Adobe Flash support (including ActionScript 2)
Sound
- Support of virtually unlimited number of 3D sound sources
- Streaming of sounds
- Doppler effect
- Sound occlusion
- Multiple reverberation zones
- Playback of WAV and OGG files
- Support of OpenAL and XAudio2 libraries
Input Devices
- PC keyboards
- PC mice
- PC joysticks
- Xbox 360 gamepads
- Sixaxis gamepads (PlayStation 3)
- Multi-touch screens
- C++ API for adding custom devices
Network
- Cross-platform low level network
- Network cluster rendering system (CAVE, master-slaves)
- RakNet integration plugin:
- Object replication
- Secure connections
- NAT punchthrough
- Integration with UnigineScript
- Telnet protocol support to control engine instances (mobile, remote)
Tools
UnigineEditor
- WYSIWYG world editor
- Managing objects, lights and effects
- Prefab export/import
- Adjusting of rendering settings
- Editing physics properties
- Material editor with hierarchy support
- Built-in terrain editor
- Particle system editor
- Visual flow graph editor
- Animation tree editor
- Built-in performance profiler
- Different viewing modes for content optimization
- Per-pass debug of rendering
- On-the-fly content update support
- No compile time, instant preview with final quality
- Plugin system
ResourceEditor
- Viewer:
- Fast preview of assets (mesh, smesh, 3ds, lwo, obj, ase, dae, bsp, map, md2, md5)
- Conversion between 3D data formats
- Animation playback
- Mesh smoothing
- Per-channel view of UV mapping
- UV seams visualization
- UV overlaps visualization
- Tangent space visualization
- NormalMapper:
- Generation of normal maps for a low-poly model from a high-poly donor
- Height map generation
- HAL support
- Support of 16 bit per channel accuracy
- NormalCombiner:
- Combining of normal maps by correct vector summation
- Tile support
- AmbientMapper:
- Generation of ambient occlusion maps
- Support of high-poly donor meshes
- Arbitrary number of lights
ImageDDS
- Support of DXT, ATC, EAC, ETC, PVR compression formats
- Conversion of images into DDS format
- Cubemap support
- 3D textures support
- Mipmaps generation
- Support of 16 bit precision per channel
- Batch images processing
A set of utils
- Archiver - Content packs generation with support of encryption
- FileServer - Sharing data directories with engine instances over the network
- FlashView - Fast preview tool for flash movies that will be used in Unigine-based application
- ImageTTF - Converting a TrueType Font file into a texture
- ImageView - Fast image preview tool with support of DDS format
- Interpreter - Standalone UnigineScript interpreter
- Resource - Packing binary resources to be embedded into the application
- TerrainMesh - Creating height maps from the meshes or directly from OBJ files
- TerrainRelax - Baking flattened height maps
- XmlTree - Converting XML files into a compact binary format
Plugins for 3D editors
- 3ds Max Mesh import/export
- 3ds Max Skinned Mesh import/export
- 3ds Max export scripts (prefab, spline, camera, batch export)
- Maya Mesh import/export
- Maya Skinned Mesh import/export
- Softimage Mesh import/export
- Softimage Skinned Mesh import/export
- Softimage Spline export
Samples in SDK
- Full source code and content of Oil Rush naval strategy game
- More than 400 feature usage samples
- Full source code and content of Heaven DX11 Benchmark
- Full source code and content of Tropics GPU Benchmark
- Full source code and content of Sanctuary GPU Benchmark
- "Cool materials" library
- "Cool effects" library
- "Cool vegetation" library
- "Crypt" mobile demo
- "Passage" mobile demo
- Sample of engine integration into MFC application
- Sample of engine integration into Qt application
- Sample of engine integration into SDL application
- More than 20 C++ plugin samples
- Full source code of UnigineEditor
- Full source code of all shaders
See also: Overview of Unigine technologies
Last News
We continue to share the experience of UNIGINE Corp. team in creating interactive real-time 3D worlds.
A new article from our technical artists about some techniques used in development of Oil Rush naval strategy game is published, it contains a set of re-usable filters available for download.
Read the article: Procedural Content Generation for Real-Time 3D Applications Part 1: Oil Rush
UNIGINE Corp. sets a new visual standard in the simulation and training industry with a preview of its next-generation technology demo. The project has the cutting-edge UNIGINE Engine under the hood and showcases a simulation of a rescue helicopter operation with an extreme level of detail while running on consumer-level hardware.
Read more in the official press-release.
As of today, Oil Rush, the epic naval strategy game, comes together with the Humble Indie Bundle 8. It is a unique, pay-what-you-want offer available for less than seven days, and this fascinating 3D game is unlocked as one of the bonuses if more than the average contribution for a bundle is paid. The game is an independent project by UNIGINE Corp. based on the proprietary UNIGINE Engine. Read more in the official press-release.
Trinity Interactive, one of the leading Polish suppliers of software and equipment for simulation and training, has chosen the UNIGINE platform for pushing their newest projects to the next level of visual fidelity and performance. The company is well-known due to the highest quality and innovative character of its products both for military and civil purposes which provides the maximum possible training experience.
Read more in the official press-release.
The International Forum for the Military Training, Education and Simulation Sectors (May 22-24, Rome) is one of the most important and major industrial events that combines thematic exhibition and forum. UNIGINE Corp. demonstrates new features of UNIGINE Engine for simulation, visualization projects and virtual reality systems at ITEC. Visit our stand #B160 to see all-new unannounced UNIGINE-powered technology demo based on geospatial data. We also invite you to attend the UNIGINE Engine presentation at the Innovative Showcase at 5 PM on May 22!
The game supports Linux (as a standalone application) from the very beginning, so we are really happy that finally Linux users can enjoy hot naval battles with the whole Steam community (cross-platforms multiplayer matches are available). Fight for the last drop of oil and try to survive!
UNIGINE’s Valley Benchmark, which features an enormously vast outdoor 3D environment filled with lush forests, is coming bundled this spring with groundbreaking EVGA GeForce GTX graphics cards. This all-new comprehensive benchmarking tool from the lineup of trusted benchmarks from UNIGINE Corp., is already acclaimed by users and industry professionals as a miraculously beautiful yet efficient GPU stress-testing tool for Windows, Linux and Mac OS X. Read more in the official press-release.
Oil Rush, an epic naval strategy game, is released for Android devices based on Qualcomm’s Snapdragon S4 chip. The game is already available on the Google Play Store and you can jump into the next-generation of 3D graphics, hardcore depth and touch-native controls directly on a mobile device. Oil Rush for Android is based on the proprietary multi-platform UNIGINE Engine and developed by UNIGINE Corp. Read more in the official press-release.
