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