2010-02-05
Unigine engine empowers dinosaurs game
Unigine-based project by Lukewarm Media ("Primal Carnage" action shooter featuring dinosaurs) is currently close to the end of pre-production stage, release is planned in Q4 2010. Read more in the official press-release.
2009-12-07
Afterfall game at Game Connection Lyon 09
Nicolas Intoxicate, a Polish developer, will demonstrate the Unigine-based "Afterfall" game at Game Connection 2009 (Lyon, France). Find out more on the official website of the game.
2009-10-22
The first DirectX 11 benchmark released on the basis of Unigine engine
We have released the first DirectX 11 benchmark "Heaven" with comprehensive use of tessellation technology, advanced SSAO, new volumetric cumulonimbus clouds, interactive mode and much more. Read the official press-release.
2009-10-01
Unigine Engine Gets DirectX 11 Into Gear
Updated Unigine™ engine has successfully incorporated the groundbreaking DirectX 11 capabilities, including hardware tessellation, DirectCompute technology and Shader Model 5.0. Read more in the official press-release.
2009-08-21
Arisnova S.L. licenses Unigine engine
Arisnova S.L., a Spanish company specialized in industrial automation, has licensed Unigine™ engine. Their first Unigine-based is a management system for ships. The target platforms are Windows and Linux; the system supports multi-display environments. Read more in the official press-release.

Unigine v0.33 (obsolete)

Release date: 8 October, 2005.

Full feature list

Overview

Unigine™ is a cross-platform (Win32/Linux) engine of virtual worlds, standing on the bleeding edge of the technology. Main fields of application are games and virtual reality systems.

Unigine has been created taking into consideration that there are a lot of programmers who are familiar with C/C++ and artists who work in 3DStudio or Maya. So Unigine scripts have C/C++ like syntax and there is a set of plugins for 3DStudio and Maya to provide opportunity of work in accustomed enviroment to our customers. We hope this will increase development speed of your Unigine-based application.

You can download Unigine v0.33 demos to become acquainted with its capabilities by yourself.

Rendering engine

  • Pixel Shader 3.0 technology support
  • HDR (64-bit color High Dynamic Range rendering)
  • PRT (Precomputed Radiance Transfer)
  • Dynamic shadowing (including soft stencil shadows)
  • Per-pixel normal mapped lighting
  • Postprocessing effects: motion blur, refraction
  • Volumetric environmental effects
  • Particle systems
  • A lot of additional shaders, like sun energy skattering, lightmaps, Fresnel refraction, water and so on (users can add their own ones)
  • Different types of mirrors
  • Skeletal animation system
  • Optimized codepathes for different card generations (nv30, nv40)
  • Seamlessly interconnected indoor and outdoor scenes
Soft stencil shadows and volumetric effects Realistic water with reflection and refraction
Particle systems with HDR rendering Sky with sun energy skattering, PRT lighting

Physics engine

  • Rigid body physics system
  • Ragdoll character animation
  • Complex mechanisms
  • Ray car physics
  • Destroyable joints
  • Fluid buoyancy
  • Physics-driven sound
Primitives collisions Mesh collisions
Objects buoyancy Joints destruction

Graphic User Interface

  • Various widgets
  • Containers
  • Dialogs
  • Viewports
  • Easy-to-use UI files format
  • Activation animation
  • 3D effects
  • True Type fonts support
  • Unicode support
In-game GUI with custom skins System GUI with different widgets and containers

PRT

Unigine v0.33 provides PRT (Precomputed Radiance Transfer), which is much more advanced lighting technology than widespread lightmaps. PRT technology (also known as "Sherical Harmonic Lighting") allows high-realistic lighting with soft shadows in real time from global light. By the means of PRT you can move global light source in real time any way you like and there will be correct area lighting in the scene (e.g. you can use moving sun at no cost). Unigine v0.33 contains distributed computing PRT maps generation tool.
Scene with PRT lighting PRT lighting plus HDR glow

Tools

  • Material editor with support of MESH, 3DS, LWO files
  • Tool for normal map generation for low-poly models
  • Unigine data archiver
  • Distributed PRT calculation tool
  • 3DStudio mesh export/import plugin
  • Maya mesh export/import plugin
  • 3DStudio skinned mesh export plugin
PRTMapper server-side MeshViewer interface

Scripting system

  • C/C++ like scripts syntax
  • Fast bytecode script compiler
  • Threads with fixed FPS
  • Classes with polymorphism
  • Performance profiling
Here are some benchmarking results of GLSH application (based on Unigine v0.33 scripting system):
Calls of user-defined functions, array access, loops Math expressions optimization, loops Vectors normalization (vectors and matrixes are built-in types in Unigine scripting system)
Unigine scripting system v0.33 has nearly double speed increase in comparison with v0.32. Detailed performance tests of old GLSH (based on Unigine v0.32) can be found here (including sources of tests).

What's new since v0.32

  • PRT support in render
  • Render speedup
  • Distributed PRT calculation tool
  • Classes with polymorphism
  • 'File' built-in class accessible via scripts
  • Quaternions support in scripts
  • Bytecode compiler speedup (25-80% faster in some tests)
  • True Type fonts support
  • Unicode support
Full feature list