2009-06-29
Unigine Joins PLAYSTATION®3 Tools and Middleware Program
Unigine has joined Tools and Middleware program for PLAYSTATION®3, thus game developers for PS3™ will be able to access the full power of Unigine engine and tools later this year. Read more in the official press-release.
2009-06-17
New licensees
New licensees of Unigine technologies are: Strong 3D Studios (Brazil), Shanghai Foremost Multimedia Co., Ltd (China), 3D Syndicate Visual Studio CC (South Africa) and Scientific-production center "SPEKTR", CJSC (Russia). Some screenshots were added on the "Clients & Titles" page.
2009-05-26
Updated demos: Tropics 1.2, Sanctuary 2.2
Updated versions of Tropics (1.2) and Sanctuary (2.2) demos are available for download. Changes are: performance boost, updated timeline system with an editor, improved grass, minor bugfixes.
2009-05-21
Interview to Phoronix Media
Phoronix Media has published an interview with our CEO and CTO about Unigine engine, Linux as a gaming platform and modern technologies of real-time 3D graphics. Read the interview.

Unigine v0.4 development roadmap

Next major milestone for Unigine is v0.4, which is planned for Q4 2005.
Our aim is to make Unigine a complete middleware solution for game development and virtual reality systems.

Roadmap

Full features table

This table outlines some of changes we expect to see in future release of Unigine.

release date April 2004 May 2004 May 2005 June 2005 Q4 2005
version Engine v0.1 Engine v0.2 Unigine v0.3 Unigine v0.32 Unigine v0.4
Lighting:
per-pixel lighting + + + + +
light maps + + +
sky skattering + + +
fullscene light scattering +
vertex clipping + + +
omni light, omni with cubemap modulation + + +
directional light with 2D texture modulation + + +
gloss maps + + + +
ellipsoid lights +
optimizations for static lights +
various attenuations for lights +
PRT (Precomputed Radiance Transfer, spherical harmonics) +
Shading:
per-pixel shading + + + + +
stencil shadows + + + + +
depth shadows + +
soft stencil shadows + + +
GPU shadow volume extrusion + + +
static shadow volumes +
advanced shading +
Texturing:
normal mapping + + + + +
parallax mapping +
texture coordinate transformations via shader editing via shader editing +
Special effects:
particles with different types of emitter + + +
explosions + + +
volume directional light + + +
decals + + +
flares + + +
volumetric fog + + + +
billboards +
mirrors (2D/cubemap) + + + +
Fresnel refraction + + +
water + + +
64-bit color HDR (High Dynamic Range rendering):
bloom + + +
glow + + +
flare chromatic aberration + + +
adaptive exposure + + +
Postprocessing:
refraction + + +
motion blur + + +
depth of field +
volumetric lighting + + +
underwater mode +
camera shaking +
Scene management:
portal rendering (indoor) + + +
quad-tree subdividing (outdoor) + + +
seamlessly interconnected indor and outdoor + + +
occlusion culling + + +
LOD + + +
Base objects:
mesh + + + + +
skinned mesh (for animation) + + + + +
terrain (with 4 HW LODs) + + + +
player (including spectators) + + +
procedural trees +
procedural grass +
GUI object (monitors, cameras, user interfaces) + + +
Physics:
physics type impulse responser impulse responser impulse responser impulse responser advanced physics math
collision detection + + + + +
rigid body + + + + +
rag doll + + + +
vehicle physics + + +
ray car + + +
joints + + + +
joints destruction + + +
particle physics + + +
fluid buoyancy + + +
water flow + +
dynamical objects destruction +
water interaction +
inverse kinematics +
modular structure (could be replaced by other physics system) +
Sound:
3D sound + + +
streamed sounds + + +
fully loadable sounds + + +
binding sounds to objects + + +
impact sounds + + +
Doppler effect + + +
Scripting system:
scripting system type simple interpreter interpreter interpreter bytecode compiler advanced bytecode compiler
threads with fixed FPS + + +
engine API repetition + + +
object-oriented programming +
performance profiling + + +
GUI:
widgets + + +
containers + + +
dialogs + +
viewports + + +
activation animation + + +
3D effects + +
UI files + + +
Network:
client-server +
modular structure (could be replaced by other networking system) +
Artificial intellect:
pathfinding +
modular structure (could be replaced by other AI system) +
Supported file formats:
3D objects mesh, 3ds mesh, 3ds mesh, 3ds mesh, 3ds, lwo mesh, 3ds, lwo
images tga, jpg, png tga, jpg, png tga, jpg, png, dds, xpm tga, jpg, png, dds, xpm tga, jpg, png, dds, xpm
sounds wav, ogg wav, ogg wav, ogg wav, ogg
System:
data compression + + +
data encryption + +
map files +
Unicode support +
save/restore system +
CPU optimizations SSE2, SSE3, 3DNow! SSE2, SSE3, 3DNow! SSE2, SSE3, 3DNow!
Supported platforms:
MS Windows + + + + +
Linux + + + + +
Tools:
MeshViewer + + +
NormalMapper + +
Ungpack + +
Quake 3 map converter into mesh + +
Doom 3 map converter into mesh + +
Mesh import/export plugin for 3D Studio + + + + +
Mesh import/export plugin for Maya + + +
Skinned mesh export plugin for 3D Studio + + + + +
Skinned mesh export plugin for Maya +
Multimaterial export plugin for 3D Studio + + +
PRTMapper (distributed PRT calculation tool) +
Visual scene editor (WYSIWYG) +