Unigine

4ebe9e84 d00d 447c a3a6 6731c3ba7a7e

Website:
http://unigine.com/produc...

Developer:
Unigine Corp.

Launched:
Not specified

Status:
Active

Supported Platforms:
Windows, Linux, PS3

Languages Written In:
C/C++

Languages Supported:
C/C++

Graphics APIs:
OpenGL, DirectX

Rating:
  (4 reviews)

Editor:
None (be one!)

Unigine™ is a cross-platform (Windows / Linux / PlayStation 3) real-time 3D engine, which unleashes the ultimate power for creating interactive virtual worlds (both modern games and virtual reality systems).

Supported Features

General

  • Object-Oriented Design
  • Plug-in Architecture
  • Save/Load System
  • Other
  • Multicore CPU support
  • Memory management system
  • Performance profiling tools
  • Save/restore system (full serialization support)
  • Data compression & encryption
  • Extensible XML-based data structures
  • Stereo Rendering
  • Raytracing
  • Raycasting
  • Deferred Shading
  • Render-to-Texture
  • Fonts
  • GUI

  • Environment Mapping
  • Lens Flares
  • Billboarding
  • Particle System
  • Depth of Field
  • Motion Blur
  • Sky
  • Water
  • Fire
  • Explosion
  • Decals
  • Fog
  • Weather
  • Mirror

  • Splines

Lighting

  • Per-pixel
  • Volumetric
  • Lightmapping
  • Radiosity
  • Gloss maps
  • Anisotropic
  • 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

  • Shadow Mapping
  • PSSM (Parallel Split Shadow Map)
  • Soft shadows
  • Translucence
  • Per-surface shadowing settings
  • Configurable shadow ambient

Texturing

  • Multi-texturing
  • Bumpmapping
  • Mipmapping
  • Volumetric
  • Projected
  • Procedural
  • 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

Shaders

  • Vertex
  • Pixel
  • High Level Shader Model 5.0 support (vertex, hull, domain, geometry, pixel and compute shaders)

Meshes

  • Mesh Loading
  • Skinning
  • Progressive
  • Tessellation
  • Deformation Hardware tessellation support

Scene Management

  • General
  • BSP
  • Portals
  • Octrees
  • Occlusion Culling
  • LOD
  • Data streaming (dynamic data loading in the background)
  • Object hierarchy
  • Seamlessly interconnected indor and outdoor scenes
  • Software occluders
  • Dynamic tree-based subdividing (outdoor)
  • Portal rendering (indoor)
  • Advanced LOD system
  • Dynamic worlds merging
  • 9 LODs for the terrain with full geomorphing
  • Full-scene serialization

Animation

  • Inverse Kinematics
  • Forward Kinematics
  • Skeletal Animation
  • Animation Blending Multiple API render: OpenGL / Direct3D 9 / Direct3D 10 / Direct3D 11

Terrain

  • Rendering
  • CLOD
  • Splatting

Physics

  • Basic Physics
  • Collision Detection
  • Rigid Body
  • Vehicle Physics
  • Collision detection
  • Rigid body physics
  • Dynamical destruction of objects
  • Rag doll physics
  • Inverse kinematics
  • Vehicles
  • Cloth physics
  • Fluid buoyancy
  • Force fields
  • Time reverse feature

Networking

  • Client-Server

Artificial Intelligence

  • Scripted

Sound

  • 2D Sound
  • 3D Sound
  • Streaming Sound Audio and video playback

Tools & Editors

  • Visual world editor, WYSIWYG (zero compile time)
  • Advanced material editor with hierarchy support
  • Physics editor
  • Terrain editor

Scripting

  • Object-oriented programming
  • Easy to learn language (similar to C++ in syntax)
  • Transparent interconnection with external C++ objects
  • Built-in fast 3D math (vectors, matrices, and quaternions with all corresponding functions)
  • Built-in debugger and performance profiler
  • More than 4000 useful functions out-of-the box

Licensing

License Name Price in $US Source Code Included?
Proprietary $25,000.00 No
including 6 months of priority technical support
Proprietary $40,000.00 Yes
including 12 months of priority technical support

Write a Review

Showing 1-4 of 4

1 of 1 people found the following review helpful

Shaping up as a really descent engine.

  by 00000000000000000000000000000000 kayosiii Dec 13, 2010 at 04:02

This engine does a really good job of Large outdoor environments and will handle a lot of geometry without spending a lot work on optimisation typically we can dump and run. Indoor scenes typically look a lot better with baking which is more work. Most of the work is done with Unigines scripting language (very similiar to C++) and Xml files this turns out to be quite useful. It's not entirely obvious how to get started on a new project reading the demos and examples is a must at this stage.

The material system is quite powerful but it will take some experimentation to get the best results.

Currently the editor built into the game engine itself which has it's advantages and disadvantages, Unigine has quite a bit of work ahead of it if it is going to present the same sort of power that engines like CryEngine, Unity or Unreal engine give to artists (as opposed to coders) as of dec 2010 I suggest that you have at least one scripter/tool guy to put together the missing parts. The editor is written in Unigine script and reasonably easy to add to/modify. Our artists at least would prefer an interface that somewhat more resembles 3DStudiomax (they like sandbox for this reason).

Documentation is good for the most part particularly as far as coding goes. The support experience so far has been better than other companies I have dealt with. The engine has been really good for the asking price particularly if visual quality is your primary concern.

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1 of 1 people found the following review helpful

UNIGINE for visual simulation

  by 00000000000000000000000000000000 Anonymous Dec 02, 2010 at 16:36

We are using UNIGINE engine since mid 2009 in the field of visual simulation. Within this periode of time engine rendering feature set has grown impressively. Since start of 2010 UNIGINE customer support has also made a big step forward with regard to documentation, samples and developer community portal and upcomming tutorials and game samples.

supported features

- full-fledge render engine with latest features (e.g. full-dynamic lighting, DX11 tesselation)
- fully integrated physics engine including quite cloth, rope and fracture physics
- powerful scripting, very good material/property system
- no high-level AI yet, but pathfinding and game framework is on its way

ease of use

- scripting/material/property system is very powerful, but it takes some time to understand all the power
- its quite easy to integrate own C++ extensions into the scripting system
- , but its not easy to programm from C++
- complete demo and upcomming game sources are provided to customers which are great resources for propper engine usage in practice.

visual effects

no question leading edge and usage of UNIGINE tropics or heaven demos as state-of-the-art benchmarks for latest CPU/GPU's test is a good indicator.

stability, overall quality and design.

- very good stability
- engine source code well structured and quite understandable even without too much documentation

compare with other engines

- render/physics features absolutely comparable to top-engines like CryEngine/Unreal
- very attractive licencing costs (especially when compared to CryEngine :-)
- other engines provide more powerful toolset and editors

advantages of using this engine

- high-quality rendering
- quick results due to scripting and high-level render objects
- in-game editor very helpfull


disadvantages of using this engine

- engine is not designed for C++ centric programming and easy core engine modifications
- full-fledge script debugger is deadly missing

advice to new users

- have a look at tropics, sanctury and heaven demo for available features
- get SDK evaluation kit and get access to the customer portal for browsing user experiences/problems
- try out EACH of the provided 100-200 samples to get a feeling what is possible with the engine

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0 of 2 people found the following review helpful

Massive potential

  by 00000000000000000000000000000000 Michformer Oct 12, 2012 at 10:15

While surfing the Web, I stumbled upon this engine and let me tell you this: WOW! Most engines deliver impressive graphics, but usually suffer from either technical improficiency (unstable frame-rate, texture pop-in, screen tearing...) or memory restrictions (not being able to create a seamless open-world a la Oblivion without a ton of loading). Not with Unigine. Thanks to its great scene management features and its robust graphical options, Unigine can create a massive virtual world that runs and looks great! The fact that Unigine is also on PS3 makes me drool.

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0 of 1 people found the following review helpful

Disadvantages of UniGiNE

  by 00000000000000000000000000000000 zhaoguang_wang Aug 21, 2012 at 06:47

Hello world,

Does anyone have used UniGiNE to develop their own applications ? And Please post its advantages and disadvantages.

There is a statement that "the engine is not designed for C++ centric programming and easy core engine modifications".
What does the above statement exactly mean ?

Regards.

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Suggest Edits

Last edited Dec 28, 2011 at 13:11

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