Unigine
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)
- Overview
- User Reviews
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).
- Screenshots
- Videos
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? | Additional information |
|---|---|---|---|
| Proprietary | $25,000.00 | No | View Details |
| including 6 months of priority technical support | |||
| Proprietary | $40,000.00 | Yes | View Details |
| including 12 months of priority technical support | |||
Shaping up as a really descent engine.
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.
UNIGINE for visual simulation
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
Massive potential
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.
Disadvantages of UniGiNE
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.
Last edited Dec 28, 2011 at 13:11
