This page has been translated automatically.
UnigineScript
The Language
Core Library
Engine Library
Node-Related Classes
GUI-Related Classes
Plugins Library
High-Level Systems
Samples
Usage Examples
C++ API
API Reference
Integration Samples
Usage Examples
C++ Plugins
Migration
Migrating to UNIGINE 2.0
C++ API Migration
Migrating from UNIGINE 2.0 to UNIGINE 2.1
Warning! This version of documentation is OUTDATED, as it describes an older SDK version! Please switch to the documentation for the latest SDK version.
Warning! This version of documentation describes an old SDK version which is no longer supported! Please upgrade to the latest SDK version.

What's Inside?

UNIGINE engine is a fully-featured 3D platform designed for creation of interactive virtual worlds with a photo-realistic quality. This powerful and extremely flexible solution is used for game development, real-time simulation (military, transportation, training, etc.) and visualization (architecture, media installations, etc.). UNIGINE provides quick and easy solutions for starting, developing and releasing of your projects.

UNIGINE provides support for Windows, Linux and Mac OS X and features multi-API renderer (DirectX 11 / OpenGL).

For more details, see hardware requirements.

Image Generator

The UNIGINE image generator provides a near-photorealistic rendering of visual scenes based on sophisticated shading (with support for the most advanced Shader Model 5.0).

  • Atmospheric light scattering based on Rayleigh and Mie models with support for physical parameters like turbidity, altitude, depolarization and more
  • Life-like post-processing: HDR, motion blur, DOF with a bokeh effect
  • 5 different types of light sources: world (global illumination), spot, omnidirectional, projected, light probes
  • Screen-space ambient occlusion
  • Dynamic soft shadows with support for PSSM technology
  • Hardware tessellation
  • Configurable forward and deferred rendering
  • Hierarchical built-in materials system
  • Stereo rendering
  • Multi-monitor rendering
  • GLSL and HLSL languages for custom shaders

Scene Manager

Built-in scene manager is designed for handling virtual worlds of unprecedented scale.

  • Support for double precision of coordinates
  • Scene graph providing nodes hierarchy, easy control over nodes and branches relative object-space transformations, spatial multi-tree subdivision
  • Asynchronous data streaming
  • Advanced LOD system
  • Increased camera precision
  • Procedural placement of big amount of objects
  • Sectors / portals system for optimization of complex indoor scenes
  • Vegetation generation

Built-in Objects

UNIGINE provides a set of built-in objects allowing you to create a world containing practically all of the objects organizing a real life scene:

  • Nodes serve to organize other nodes into a hierarchy, create new pivot points and triggers
  • Light sources represent different kinds of the scene illumination: global, omni-directional, projected, etc.
  • Objects represent imitations of entities present in the real world: objects, sky, terrains, water, etc.
  • Effects contain particles systems, physical fields, volumetric objects, decals, etc.
  • Players represent different kinds of cameras
  • World Objects are invisible nodes used for world management
  • Sound Objects represent sound sources and reverberations
  • Pathfinding Objects represent objects used for pathfinding

Physics Engine

  • Collision detection and rigid body physics
  • Rag dolls
  • Various joints, motors and springs
  • Deformable cloth and rope physics
  • Dynamic destruction of objects
  • Force fields
  • Fluid buoyancy and two-way interaction
  • Time reverse feature

Animation System

Articulated parts can be controlled programmatically by means of our C++ API or UnigineScript code or via visual configuration (our Skinner tool). There is also support for importing skinned mesh animation from different standard formats.

Audio System

Multi-channel audio system with support for:

  • 3D effects
  • Sound occlusion
  • Reverberation zones

Pathfinding System

Any AI agent can use our built-in 2D/3D pathfinding module, featuring dynamic obstacle management, and deferred route detection.

Graphical User Interface

There are several ways to implement GUIs in UNIGINE-powered applications:

  • Native GUI (comprehensive set of widgets with 2D/3D effects and localization support)
  • Integration into Qt applications

Tools

  • UnigineEditor provides the core functionality for creation and editing of virtual worlds for UNIGINE-based applications. It allows you to easily view and modify virtual worlds by adding, transforming and editing the nodes.
  • Plugins used for import / export data to / from the engine
  • Plugins used for compressing data
  • Plugins used for upgrading data

Flexible Scripting Systems

Developers have freedom to choose among powerful UNIGINE APIs:

  • Fast iterative scripting with UnigineScript featuring instant compilation, and thousands of useful functions
  • C++ API for maximum performance and seamless integration with the existing code base
  • C# API replicating all the C++ functionality for convenient coding

Input and Output Systems

UNIGINE Sim handles various user input schemes:

  • Standard PC keyboard and mouse
  • Multi-touch screen
  • Gamepad or joystick
  • Head tracker
  • 6DOF positioning device

There is also our C++ API for adding custom devices.

High Level Systems

UNIGINE provides a set of high-level systems for fast and convenient content creation and optimization:

Last update: 2017-07-03
Build: ()