Windows, Linux, PS3
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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).
|License Name||Price in $US||Source Code Included?|
|including 6 months of priority technical support|
|including 12 months of priority technical support|
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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.
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.
- 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.
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
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.
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 ?