2008-06-05
New office for development studio
Our Tomsk development studio has moved to a new comfortable office in the center of the city, see contacts page for more details. There are open vacancies in connection with the fact.
2008-04-26
Free software conference
Unigine Corp. is one of the initiators of "Free software: development and deployment" all-Russia conference, which will take place in Tomsk, Russia at 17-18 May. Read more on the official website (in Russian).
2008-04-08
Unigine at RGDC (KRI) 2008
Our CEO, CTO and lead 3D artist are going to attend Russian Game Developers Conference (KRI), which will take place from 18th to 20th of April in Moscow, Russia. Please contact us to make an appointment if you are interested in Unigine.

Unigine v0.33 features

Render

  • Lighting
    • PRT (Precomputed Radiance Transfer, spherical harmonics)
    • per-pixel lighting
    • light maps
    • gloss maps
    • omni light, omni with cubemap modulation
    • directional light with 2D texture modulation
    • sky skattering
  • Shading
    • per-pixel shading
    • stencil shadow
    • depth shadows
    • soft stencil shadows
    • GPU shadow volume extrusion
  • Texturing
    • normal mapping
    • DXT compression
  • Special effects
    • particles with different types of emitter
    • explosions
    • water
    • volume directional lights
    • decals
    • flares
    • per-pixel radial linear fog for the whole scene
    • volumetric fog
    • mirrors (2D/cubemap, with customizable refresh interval)
    • Fresnel refraction
    • customizable set of shaders (lava shader, detail normalmaps)
  • 64-bit color HDR (High Dynamic Range rendering)
    • bloom
    • glow
    • flare chromatic aberration
    • adaptive exposure
  • Postprocessing
    • refraction
    • motion blur
  • Scene management
    • portal rendering (indoor)
    • quad-tree subdividing (outdoor)
    • seamlessly interconnected indor and outdoor
    • occlusion culling
    • LOD (Levels of Detail)
  • Base objects
    • mesh
    • skinned mesh (for animation)
    • terrain - regular mesh of heights with 4 LODs and hardware morphing
    • GUI object (monitor, camera, user interface)
    • player (including spectators)
  • Optimizations
    • different codepath for different card generations (nv30, nv40, glsl)
    • work at nv10 and nv20 with full deactivation of the effects in singlepass mode
    • matrix palette skinning
    • GPU calculation of shadow volumes
    • SSE/3DNow! optimizations
    • performance profiling

Physics

  • collision detection
  • comprehensive set of geometric primitives:
    • sphere
    • capsule
    • cylinder
    • box
    • mesh (AABB tree for per-triangle culling)
    • terrain (regular height map)
    • compound collider
  • rigid body
  • rag doll
  • vehicle physics
  • ray car
  • various joints:
    • fixed
    • ball
    • hinge
    • wheel
    • slider
    • universal
    • spring
  • joints destruction
  • particle physics
  • fluid buoyancy
  • water flow
  • performance profiling

Sound

  • 3D sound
  • streamed sounds
  • entirely loadable sounds
  • binding sounds to objects
  • impact sounds
  • Doppler effect

Scripting system

  • fast bytecode compiler
  • C/C++ like scripts syntax
  • threads with fixed FPS
  • engine API repetition
  • object-oriented programming
  • performance profiling

Graphic User Interface

  • various widgets:
    • sprite
    • viewport
    • drop-down menu
    • button
    • check box
    • radio button
    • slider
    • label
    • edit line
  • containers:
    • window
    • group box
    • tab box
    • scroll box
    • vertical/horizontal box
  • dialogs:
    • message box
    • file selector
    • color selector
  • activation animation
  • 3D effects
  • easy-to-use UI files format
  • True Type fonts support
  • Unicode support

System

  • supported platforms:
    • MS Windows
    • Linux
  • supported file formats:
    • 3D objects - mesh, 3ds, lwo
    • images - tga, jpg, png, dds, xpm
    • sounds - wav, ogg
  • data compression
  • data encryption
  • Unicode support
  • CPU optimizations (SSE2, SSE3, 3DNow!)
  • flexible C++ API of the engine

Tools

  • material editor with support of mesh, 3ds, lwo files
  • tool for normal map generation for low-poly models
  • data archiver
  • distributed PRT calculation tool
  • 3DStudio mesh export/import plugin
  • Maya mesh export/import plugin
  • 3DStudio skinned mesh export plugin
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