Unigine v0.33

Engine default

Website:
http://unigine.com/

Developer:
Unigine Team

Launched:
Not specified

Status:
Active

Supported Platforms:
Windows, Linux

Languages Written In:
C/C++

Languages Supported:
C/C++

Graphics APIs:
OpenGL

Rating:
  (4 reviews)

Editor:
None (be one!)

It is a next version of Engine v0.2 from frustum.org, after a year of hard work. Unigine v0.3 sources are more than 3 times bigger than v0.2, old code is almost fully rewritten and extremely optimized. Right now Unigine contains graphics engine (with HDR and soft shadows support), physics engine (with ragdoll, fluid buoyancy, ray car, joints destruction support), easy-to-use C++ API, script interpreter with C-like syntax and virtual 3D GUI.

Supported Features

General

  • Object-Oriented Design
  • Easy to use C++ API of engine
  • Data compression (ZIP)
  • SSE/3DNow! optimizations
  • Render-to-Texture
  • Fonts
  • GUI
  • Virtual 3D GUI (all basic widgets)
  • ViewPorts
  • UI files
  • Environment Mapping
  • Lens Flares
  • Particle System
  • Motion Blur
  • Sky
  • Water
  • Fire
  • Explosion
  • Decals
  • Fog
  • Weather
  • Mirror
  • 64-bit color High Dynamic Range rendering (adaptive exposure, bloom and cross glow, flare chromatic aberration)
  • Refraction
  • Sky Scattering
  • 2D/Cube mirrors
  • Per-pixel radial linear fog for the whole scene
  • Volumetric fog
  • Water (with volume fog and Fresnel refraction)

Lighting

  • Per-pixel
  • Volumetric
  • Lightmapping
  • Radiosity
  • Gloss maps
  • Omni, directional lights
  • Vertex clipping for all light sources
  • PRT (Precomputed Radiance Transfer)

Shadows

  • Shadow Mapping
  • Projected planar
  • Shadow Volume
  • Soft stencil shadows
  • GPU shadow volume extrusion

Texturing

  • Basic
  • Multi-texturing
  • Bumpmapping
  • Mipmapping
  • Projected

Shaders

  • Vertex
  • Pixel
  • High Level Different codepath for different card generations (nv30, nv40, glsl, arbtec)

Meshes

  • Mesh Loading
  • Skinning
  • Matrix palette skinning
  • Mesh export/import (3D Studio, Maya)
  • Skinned mesh export (3D Studio)

Scene Management

  • Portals
  • Octrees
  • Occlusion Culling
  • LOD Seamlessly interconnected indoor and outdoor scenes

Animation

  • Skeletal Animation
  • Animation Blending

Terrain

  • Rendering
  • CLOD Regular mesh of heights with 4 LODs and hardware morphing

Physics

  • Basic Physics
  • Collision Detection
  • Rigid Body
  • Vehicle Physics
  • Sphere, box, capsule, cylinder, compound, mesh, terrain colliders
  • Fixed, ball, hinge, wheel, slider, universal, spring joints
  • Joints destruction
  • Rag doll
  • Ray car
  • Fluid buoyancy
  • Water flow

Sound

  • 2D Sound
  • 3D Sound
  • Streaming Sound WAV and OGG support

Scripting

  • Bytecode script compiler with C/C++ like syntax
  • All Unigine API classes could be used in scripts

Licensing

License Name Price in $US Source Code Included?
Proprietary $1,985.00 No
per-title, royality-free
Proprietary $4,985.00 Yes
per-title, royality-free

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0 of 0 people found the following review helpful

Unigine Engine Update

  by 00000000000000000000000000000000 MaxDmg Dec 19, 2008 at 19:23

There have been an extremely huge amount of updates
for this engine. More than I can list in this review, but I will share just a few and hope that you take the time to go to their site and enjoy the new outstanding features Unigine has to offer, so with out and further a due:

Licensing Options and Prices
All the prices are per-project (however, licenses for unlimited titles are also available) and royalty-free!

Prices are in US dollars, they are in effect prior to January 31, 2009. There is also additional 40% discount for full licenses before December 31, 2008:

License Type Price Technical Support Updates Access Full Source Code
Binary Indie* $4990 (or $1985/month during 3 months) + $19900 1 month 2 years -
Source Indie* $9980 (or $4990/month during 2 months) + $29900 2 months 2 years
Binary $24800 (or $14880 before December, 31) 6 months lifetime -
Source $39800 (or $23880 before December, 31) 12 months lifetime
Non-Game Application to be discussed

*: "Indie" licenses are available for small independent studios only. The first part of the price is an initial payment, the second one is to be paid after getting funding from any kind of investor or before official release of the Unigine-based product.

Technical support is provided provided directly by Unigine developers via e-mail, phone and IM services.

Updates are provided no matter what version number of Unigine will be released. Thus there will be no need in any additional payments to upgrade to further versions during this period.

Please note that we are open to any reasonable proposals also.

Framework
Supported hardware platforms:
IBM PC x86
IBM PC x86 64 bit
Multicore CPU support
Big endian support (ready for game consoles)
SSE/SSE3 optimizations
Supported operating systems:
MS Windows 2000/XP/2003/Vista
Linux 2.4/2.6
Supported compilers:
MS Visual C++ 2005 / 2008
GCC 3.4.x/4.x.x
Intel Compiler 10.1
Performance profiling
Data compression & encryption
Save/restore system (full serialization support)
Extensible XML-based data structures

Render
General
Multiple API render (all features are supported for all APIs):
Direct3D 9
Direct3D 10
Direct3D 10.1
OpenGL
Supported video cards:
NVIDIA GeForce GTX 260 - 280 (D10U-xx)
NVIDIA GeForce 9400 - 9800 (G9x)
NVIDIA GeForce 8400 - 8800 (G8x)
NVIDIA GeForce 7100 - 7950 (G7x)
NVIDIA GeForce 6100 - 6800 (NV4x)
ATI Radeon HD 4350 - HD 4870 (R7xx)
ATI Radeon HD 3430 - HD 3870 (RV620-RV680)
ATI Radeon HD 2350 - HD 2900 (R6xx)
ATI Radeon X1300 - X1950 (R5xx)
Support of GLSL and HLSL shaders
Geometry shaders support
Performance profiler
Auto detection of GPU capabilities
Performance-critical optimizations for different video cards
Different shader profiles
Support of NVIDIA SLI and AMD CrossFire technologies
Stereo rendering, supported output devices are:
iZ3D stereo monitors
Anaglyph glasses
Any dualscreen stereo system with independent input for each eye
Arbitrary resolution support (including widescreen)
Lighting
Per-pixel lighting
Screen-space ambient occlusion
Different types of lighting models (Phong, Anisotropic)
Ellipsoid lights with different attenuations
Optimizations: scissors, clip planes
Light maps support
Light scattering
Shadows
PSSM (Parallel Split Shadow Map)
Soft shadows
Translucence
Per-surface shadowing settings
Configurable shadow ambient
Materials
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 normal maps
Per-object lighting settings
Special Effects
Particle systems with different types of emitter, forces and animated textures support
Volume light
Volume fog
Dynamic reflections (2D and cubemap)
Fresnel refraction
Volumetric light scattering
Decals
Water with surf zone and caustics
64-bit Color HDR Rendering
Bloom
Adaptive exposure
Glow
Tone mapping
Cross flares
Lens flares
Postprocessing
Refraction
Depth of field
Radial blur
Sobel filter
Color transformations (brightness, contrast, saturation, gamma correction)
Low-cost HDR glow
Arbitrary LUT color transformations

Base Objects
Mesh (static geometry)
Dynamic mesh (generated on-the-fly)
Skinned mesh (bone-based animation) with support of animation blending
Dynamic volumetric objects (box, ellipsoid, omni light, projected light)
Terrain
Water (global and local)
Particle system
Billboard
Procedural grass
Lights (world, cubemap, projected, spot)
Decals (omni, orthographic, projected)
3D GUI (plane, mesh-based)
Players (actor, persecutor and spectator)

Scene Management
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
Clipmap textures support
Dynamic worlds merging
9 LODs for the terrain with full geomorphing
Full-scene serialization

And even more details available on their site.
I would also recommend that you visit and read over their DevLog @ http://unigine.com/devlog/
I am hoping to get them to swing by and get this updated with all their fantastic new information.

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0 of 0 people found the following review helpful

Very very good engine for A and budget tiles

  by 00000000000000000000000000000000 Fire Jul 14, 2005 at 15:12

Excellent engine, i think. Very low cost for such render and physic engine, optimal for beginner developers. Very powerfull script languadge, what help in easy development. Some minuses - engine while have not pathfinding and network support, but it will be done in future versions. We use it in our new games, and i think what it's optimal engine for independent developers.

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0 of 0 people found the following review helpful

Superb Potential

  by 00000000000000000000000000000000 mark__lyndon May 25, 2005 at 15:39

The physics engine alone is worth viewing the demos of. I should think this engine would do amazingly in a variety of genres, but I would need a better graphics card to see which environments are best rendered given the features I didn't want to use for playability.

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0 of 0 people found the following review helpful

Great but the FPS sucks

  by 00000000000000000000000000000000 gardon May 13, 2005 at 17:57

Everything about it rocked, but the graphics were made for higher end graphics cards. Don't forget, in development not everyone will be maxed out with graphics, and my GForce 5700 FX graphics card and 512 MB ram was only putting out 20 FPS.

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Suggest Edits

Last edited Dec 28, 2011 at 13:11

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