Production-Ready Infrastructure for Every Simulation Mission
The same SDK powers both — because the underlying requirement is identical: a photorealistic, physically accurate, sensor-faithful synthetic world that behaves like reality under any condition.
Train Humans to Operate High-Risk Systems
From flight simulators and ATC tower trainers to naval bridge trainers and nuclear power plant operators — immersive, high-fidelity environments that build operator competence before real-world exposure.
- Photorealistic environments from real-world GIS data — sub-millimetre terrain, 400 km visibility, accurate atmosphere and sea states
- Immersive output — dome screens, CAVE, multi-channel OTW displays, VR/XR; same codebase, every configuration
- Industry-standard distributed simulation protocols — CIGI, HLA, DIS; no custom adapters
- Multi-domain — from space and aviation to naval, ground vehicles, and underwater
- Ready-made project templates — fixed-wing, rotary-wing, UAV, MRO
Why simulation? Real equipment training can't safely repeat system failures, emergencies, or rare edge cases — simulation can, indefinitely, at a fraction of the cost. Unlike classroom or desktop training, full 3D immersion builds genuine muscle memory and produces measurable, comparable performance data.
Test AI Models in Synthetic Environments
Generate unlimited labelled training data. Validate AI decision logic across thousands of edge cases impossible to stage in the real world — before deployment.
- Runs on standard workstations — no expensive server GPU farms
- Automatic scene annotation — inherent ground truth for every pixel; zero classification error
- Sensor simulation — LiDAR, radar, thermal, depth, fisheye, sonar; IMU, NavSat, altimeter
- Visual-only scenario training — prepares AI for sensor-denied environments
- ROS2, Python DataBridge, MATLAB/Simulink — full ML pipeline with SIL/HIL testing
- Ground truth export — bounding boxes, semantic masks, depth maps; procedural generation at scale
Why synthetic? Real-world data can't cover rare or dangerous scenarios, and manual labelling adds cost and error. AI-generated video lacks physical accuracy, ground truth, and temporal consistency — and costs as much to run as dedicated hardware. UNIGINE solves all of this on workstations you already have.
The Simulation Stack.
No Middleware Required.
Every capability your project needs is shipped — not sourced from third parties, not built from scratch. Your team goes straight to building the simulator.
Planet-Scale World Fidelity
UNIGINE uses 64-bit double precision throughout — 4 billion times more precise per axis than standard 32-bit engines. Sub-millimetre terrain detail and planet-scale geo-referenced environments in the same scene, with no floating-point jitter.
- 64-bit double precision — WGS84 and custom geodetic datums
- 3D / CAD formats — FBX, glTF, USD, IGES, STEP, STL
- Gaussian Splatting import
- Ephemeris system— precise celestial positions
- GIS formats — GeoTIFF, OSM, KML, GeoJSON, 150+ more
- Sandworm Tool — procedural world gen from GIS data
- ENU / NED / ECF coordinate frames
- 1mm/pixel terrain · dynamic runtime modification
Every Element of the Real World
Terrain, atmosphere, and ocean — each a complete simulation system in its own right, built for the precision demands of professional training environments.
Extremely Detailed Terrain
Up to 1mm/pixel resolution with adaptive hardware tessellation. Dynamic modification at runtime — craters, trenches, funnels. Up to 1024 detail materials, asynchronous multi-core streaming, binoculars/scope support up to ×20 magnification.
- Layer-based pipeline, non-destructive edits
- Multiple high-resolution local insets
- Simultaneous team editing support
Realistic Atmosphere & Weather
3D volumetric clouds with multiple layers and types including Cumulonimbus, cloud shadows, and realistic light scattering. Regional weather control, dynamic time-of-day, full sun/moon/star ephemeris. 400 km visibility distance.
- Weather surveillance radar (WSR) simulation
- Regional weather API with wind simulation
- Rain, snow, fog, lightning effects
- Sun shafts and volumetric lighting
Lifelike Water
Full Beaufort scale 0–12 sea states with geometric waves. Ship wake simulation (bow and stern), procedural foam, seamless underwater transition, and local fluid physics.
- Subsurface light scattering
- Hull volume subtraction
- CPU-side wave shape data access
- Global and local water basins
Open Architecture.
No Lock-In.
A C++ library, not a separate IDE. Designed to live inside your architecture — standard protocols, open APIs, minimal dependencies, embeds directly into your existing codebase and build system.
- CIGI / HLA / DIS — IEEE/SISO standard interfaces; no custom adapters required
- ROS2 — robotics and autonomous systems, SIL/HIL testing
- MATLAB/Simulink — dynamics model connectivity
- C++ and C# — both fully supported; familiar to teams coming from any major engine
- HLSL, GLSL, UUSL — shader customisation
- Python DataBridge — ML pipeline integration
- SQL database connectivity
- Qt, WPF, SDL — embed into existing app windows and UI frameworks
- Windows / Linux — DirectX 12, Vulkan
Real-Time on Consumer-Grade Hardware
Real-time rendering on standard PCs with a discrete GPU — no proprietary hardware, no certified-hardware requirements, no server GPU farms. UNIGINE runs interactively on hardware your team already has.
Stable under load — validated in safety-critical deployments where other engines failed under pressure
DirectX 12 & Vulkan — close cooperation with major CPU and GPU vendor engineering teams
90+ Hz VR-optimised rendering · supersonic flight speed support · fast LOS/HAT testing
Display Everywhere
The same codebase drives every display configuration — from a single desktop monitor to a 360° dome simulator with dozens of networked rendering nodes. No separate builds, no rendering pipeline changes.
Desktop
Single flat screen output for development, testing, and lightweight training setups. Windows and Linux, DirectX 12 and Vulkan.
Multi-Screen & Touchscreen
Multi-monitor surround configurations and touchscreen panels for command centre, operations room, and tabletop training environments.
Immersive Displays
Dome screens, CAVE, curved cylinder projections, video walls — multi-channel rendering over network with frame-synchronised output across all nodes.
VR / XR Headsets
PC-tethered VR headsets and XR headsets with chroma key for mixed reality. 90+ Hz optimised rendering. Suitable for professional simulation and maintenance training.
Cloud & Headless
Headless mode for containerised and cloud-based AI training pipelines — run simulation at scale without a display, fully scriptable and automatable.
Web Streaming
Remote access to simulation output via web browser — interactive controls included. Run the simulator on a server, access it from anywhere.
How UNIGINE Sim Compares
Evaluated against the three real alternatives buyers consider — each strong in one area, limited in the rest.
| Purpose-Built Training Simulator | Open-Source AI Sim Platform | Game Engine (DIY sim) | UNIGINE Sim | |
|---|---|---|---|---|
| Legacy IG, single-domain… | Domain-specific, community… | General-purpose, adapted… | ||
| Domain coverage | Single domain by design — aviation, naval, or ground; no cross-domain reuse | Single domain by design — e.g. urban driving only, or robotics only | Any domain, but simulation behaviour must be fully custom-built | Aerospace, naval, ground, industrial, robotics — and multi-domain combined operations with shared assets and environments |
| Human operator training | Core purpose — immersive training environments, established workflows | Not designed for this — programmatic environments only, no human-in-the-loop training | Possible but requires extensive custom work; no simulation stack included | Full operator training — and the same environment also serves AI pipelines, with no duplication of assets or infrastructure |
| AI training pipeline | Not designed for this — no sensor simulation, no auto-labelling | Core purpose — sensor simulation, auto-labelling, ROS2; domain-locked | Requires third-party tools and custom integration work | Built-in across all domains — same environment serves both human operator training and AI pipeline simultaneously |
| Visual fidelity for sensor accuracy | Simulation-grade visuals, but not optimised for AI sensor output pipelines | Physics-first, visuals secondary — or rendering quality tied to an underlying game engine with limited control | High fidelity possible but sensor simulation requires custom development | Simulation-grade renderer with LiDAR, radar, thermal, depth — purpose-built for sensor accuracy |
| Professional support | Vendor support available but typically expensive and slow | Community-maintained — no professional support | Community forum only — no professional support at any tier | Engine engineers, direct access, fast response — included at every Sim contract |
| 64-bit world coordinates | Typically supported — standard for professional IG platforms | Generally limited — not designed for geo-referenced planet-scale environments | Not available in most game engines | All editions — core architectural feature since launch |
| Open APIs / no lock-in | Largely proprietary scripting environments | Open-source but single-domain architecture limits reuse beyond its original scope | Full API access but architecture assumes game-engine paradigm, not simulation | Full C++/C# access; embeddable C++ library, not a separate IDE |
| Licensing stability | Costly perpetual licences + annual maintenance; version lock risk | Community-dependency risk — roadmap and longevity not commercially guaranteed | Historically subject to term changes; runtime fee risk demonstrated | Annual subscription, unchanged principles since 2005; no revenue-based fees |
Trusted by Teams Who Build the Real Thing
"We had the chance to work with different graphic and game engines, and UNIGINE is definitely the best middleware to achieve our objectives because of its features, its tools and its support."
Iván Cuevas
Project Manager, Arisnova — Spain
"Back when we were considering different engines, it was the high degree of utility and the adaptability of UNIGINE that solidified our choice. It opened new doors for NAUTIS and allowed us to create the product that we envisioned. As we have a long-term agreement, UNIGINE continues to provide VSTEP with the newest technologies, which our customers fully benefit from."
Paul Bouchaut
Development Manager, VSTEP — Netherlands
"We are very pleased to cooperate with UNIGINE, our new partner for visualization. The new MovieNX emphasizes our goal: creating a digital model of the real test drive in a highly realistic and reproducible way. It is our response to the ever-growing validation efforts necessary in vehicle development, especially in the area of autonomous driving."
Steffen Schmidt
Managing Director, IPG Automotive — Germany
"Delauney selected UNIGINE as the core technology to develop the integrated solution for highway engineering design and simulation, achieving remarkable results in the China Design Group's Xin-Yang Expressway expansion project. We chose UNIGINE for its competitive licensing costs, timely and effective technical support, and strong expertise in engineering applications."
Dr. Fang Yuan
R&D Engineer, Delauney — China
"UNIGINE Sim was the only enterprise and commercial game engine which suited the needs of SOGECLAIR SIMULATION to support the following simulator functionality. Our company's simulators feature best-in-class visual realism powered by UNIGINE 2 Sim. Over the years SOGECLAIR SIMULATION has been a step ahead in providing high-quality immersive and realistic graphics to enforce positive training."
David Todd
Graphics and Track Design Team Lead, SOGECLAIR — France
"The performance of UNIGINE 2 Engine (Sim edition) as well as the graphical fidelity is very impressive. Rendering large landscapes is a key feature for us. We licensed UNIGINE Sim for the continued development of our DLR Visualization Library for Modelica — this ensures our software will continue to provide the highest graphics quality for realistic visualizations while preserving easy integration into simulations."
Tobias Bellmann
Head of DLR Systems and Control Innovation Lab — Germany
"UNIGINE's abilities to handle very large simulation environments make it a first class realtime simulation solution."
Steve Brodie
CEO, Ai3D — Australia
"Rich and very well documented API with many samples, straightforward concepts in code — everything seems to be in the right place. I am able to do anything I need at runtime — that's a very important feature for us. The forum is absolutely fantastic — I can ask any question and get a constructive answer from the UNIGINE team very fast."
Adrian Rzeźniczak
Programmer, ArCADiasoft — Poland
"UNIGINE 2 offers the best cutting-edge visuals with incredible simulation features that exceeds all other simulation competitor products while being more affordable. Couple that with a team that is truly innovative and world-renowned for its technology and you get a product that will last the test of time."
Eric Liu
CEO, UNISOL Technologies — China
Talk to an engineer who knows your domain.
Most evaluations start with a 30-minute technical call — no slides, no sales pitch. Your project, your architecture, our engineers. Full SDK access typically follows within a day.