Feature Preview: Shader Graph Editor

Feature Preview
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Node-based systems are becoming an essential part of digital content creation tools, so more and more artists are comfortable with them. Based on the numerous user requests, we decided to introduce a node-based editor for materials in UNIGINE Engine. It allows creating custom materials without writing actual shader code, which brings a lot of flexibility […]

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Procedural Content Generation For Real-Time 3D Applications Part 1: Oil Rush

Technical Art
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This two-part article is about the application of Procedural Generation process when creating the content for the Oil Rush naval strategy game and Valley benchmark. Both of them are developed by means of our own game engine called UNIGINE. All the information set forth below represents authors’ personal opinion and has no intention to be an absolute truth […]

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