2010-07-26
We are hiring
Our company is growing so we would be happy to see new team members: developers, PM, sales manager and system administrator. Moreover, the good news is our convenient office in Tomsk is now doubled in size!
2010-05-25
Heaven 2.1, Tropics 1.3, Sanctuary 2.3
Released updated versions of Unigine benchmarks with support of OpenGL 4.0 (including hardware tessellation) and stereo 3D technology (including 3D Vision): Heaven 2.1, Tropics 1.3 and Sanctuary 2.3.
2010-05-04
5 years since the first commercial release of Unigine
The first commercial version of Unigine engine was released five years ago, on May 4, 2005. With the release number 0.3, it had codebase size of approximately 10% relative to the current one. At that time, there used to be 5 people on board.
2010-03-23
Unigine Heaven Benchmark 2.0
Updated version of Unigine Heaven DirectX 11 benchmark is now publicly available. Main changes are: added more content, improved engine, introduced "moderate" and "extreme" tessellation modes, added Linux version (32/64 bit).
2010-02-22
Unigine booth at GDC SF 2010
We gladly invite you to come visit our booth #1344 at Game Developers Conference, San Francisco, 2010. There you will be presented the recent version of Unigine Engine and the Heaven Benchmark 2.0 along with a lot of featured Unigine-based content. Feel free to contact us for an appointment.

Unigine v0.33 (obsolete)

Release date: 8 October, 2005.

Full feature list

Overview

Unigine™ is a cross-platform (Win32/Linux) engine of virtual worlds, standing on the bleeding edge of the technology. Main fields of application are games and virtual reality systems.

Unigine has been created taking into consideration that there are a lot of programmers who are familiar with C/C++ and artists who work in 3DStudio or Maya. So Unigine scripts have C/C++ like syntax and there is a set of plugins for 3DStudio and Maya to provide opportunity of work in accustomed enviroment to our customers. We hope this will increase development speed of your Unigine-based application.

You can download Unigine v0.33 demos to become acquainted with its capabilities by yourself.

Rendering engine

  • Pixel Shader 3.0 technology support
  • HDR (64-bit color High Dynamic Range rendering)
  • PRT (Precomputed Radiance Transfer)
  • Dynamic shadowing (including soft stencil shadows)
  • Per-pixel normal mapped lighting
  • Postprocessing effects: motion blur, refraction
  • Volumetric environmental effects
  • Particle systems
  • A lot of additional shaders, like sun energy skattering, lightmaps, Fresnel refraction, water and so on (users can add their own ones)
  • Different types of mirrors
  • Skeletal animation system
  • Optimized codepathes for different card generations (nv30, nv40)
  • Seamlessly interconnected indoor and outdoor scenes
Soft stencil shadows and volumetric effects Realistic water with reflection and refraction
Particle systems with HDR rendering Sky with sun energy skattering, PRT lighting

Physics engine

  • Rigid body physics system
  • Ragdoll character animation
  • Complex mechanisms
  • Ray car physics
  • Destroyable joints
  • Fluid buoyancy
  • Physics-driven sound
Primitives collisions Mesh collisions
Objects buoyancy Joints destruction

Graphic User Interface

  • Various widgets
  • Containers
  • Dialogs
  • Viewports
  • Easy-to-use UI files format
  • Activation animation
  • 3D effects
  • True Type fonts support
  • Unicode support
In-game GUI with custom skins System GUI with different widgets and containers

PRT

Unigine v0.33 provides PRT (Precomputed Radiance Transfer), which is much more advanced lighting technology than widespread lightmaps. PRT technology (also known as "Sherical Harmonic Lighting") allows high-realistic lighting with soft shadows in real time from global light. By the means of PRT you can move global light source in real time any way you like and there will be correct area lighting in the scene (e.g. you can use moving sun at no cost). Unigine v0.33 contains distributed computing PRT maps generation tool.
Scene with PRT lighting PRT lighting plus HDR glow

Tools

  • Material editor with support of MESH, 3DS, LWO files
  • Tool for normal map generation for low-poly models
  • Unigine data archiver
  • Distributed PRT calculation tool
  • 3DStudio mesh export/import plugin
  • Maya mesh export/import plugin
  • 3DStudio skinned mesh export plugin
PRTMapper server-side MeshViewer interface

Scripting system

  • C/C++ like scripts syntax
  • Fast bytecode script compiler
  • Threads with fixed FPS
  • Classes with polymorphism
  • Performance profiling
Here are some benchmarking results of GLSH application (based on Unigine v0.33 scripting system):
Calls of user-defined functions, array access, loops Math expressions optimization, loops Vectors normalization (vectors and matrixes are built-in types in Unigine scripting system)
Unigine scripting system v0.33 has nearly double speed increase in comparison with v0.32. Detailed performance tests of old GLSH (based on Unigine v0.32) can be found here (including sources of tests).

What's new since v0.32

  • PRT support in render
  • Render speedup
  • Distributed PRT calculation tool
  • Classes with polymorphism
  • 'File' built-in class accessible via scripts
  • Quaternions support in scripts
  • Bytecode compiler speedup (25-80% faster in some tests)
  • True Type fonts support
  • Unicode support
Full feature list