A screenshot from Unigine Corp's upcoming action game
|Written in||C++, UnigineScript|
|Platform||Windows, Linux, OS X, PlayStation 3, Android, iOS|
A trial version of the engine, called the "Evaluation Kit", is provided to companies working on commercial projects.
Serious game features
- Double precision of coordinates (64 bit)
- Multi-channel rendering
- Stereoscopic 3D
- Support of multiple output devices with asymmetric projections (e.g. CAVE)
- Support for multi-monitor output
- Zone-based background data streaming
- Support of Shader Model 5.0 with hardware tessellation and DirectCompute (as well as OpenCL)
- Advanced visual effects: screen space ambient occlusion (SSAO), real-time global illumination
- Physics module (collision detection, rigid body physics, dynamical destruction of objects, rag doll, cloth, fluid buoyancy, force fields, time reverse)
- Terrain and vegetation engine
- Scripting via UnigineScript programming language (object-oriented, C++ like syntax)
- Built-in pathfinding module
- Interactive 3D GUI
- Video playback using Theora codec
- Audio system based on OpenAL
- Visual world editor
The roots of Unigine are in the frustum.org open source project, which was initiated in 2002 by Alexander "Frustum" Zaprjagaev, who is currently a co-founder (along with Denis Shergin, CEO) and CTO of Unigine Corp, and is the lead developer of the Unigine engine. The name "Unigine" means "universal engine" or "unique engine".
Linux game competition
On November 25, 2010, Unigine Corp announced a competition to support Linux game development. They agreed to give away a free license of the Unigine engine to anyone willing to develop and release a game with a Linux native client, and would also grant the team a Windows license. The competition ran until December 10, 2010, with a considerable amount of entries being submitted. Due to the unexpected response, Unigine decided to extend the offer to the three best applicants, with each getting full Unigine licenses. The winners were announced on December 13, 2010, with the developers selected being Kot-in-Action Creative Artel (who previously developed Steel Storm), Gamepulp (who intend to make a puzzle platformer), and MED-ART (who previously worked on Painkiller: Resurrection).
There are currently 100+ licensees of Unigine. Since a lot of them are from VR and simulation industry (including military ones) they are mostly under NDAs, thus publicly unavailable. Unigine Corp itself has released several projects based on Unigine.
- Oil Rush - released for Windows, Linux and Mac OS X in 2012
- Syndicates of Arkon - released for Windows in 2010
- Tryst - released for Windows in 2012
- Petshop - released for Windows and Mac, featuring web-player in 2011
- Demolicious - released for iOS in 2012
- Relics of Annorath
- Dilogus: The Winds of War
- MMT Online - playable demo available for Windows and Linux
- The Dreamers
- Kingdom of Kore - action RPG for PC (in future for PS3).
Simulation and visualization
- ACTISKU (3D visualization solution for digital marketing and research applications)
- The visualization component of the analytical software complex developed for JSC "ALMAZ-ANTEY" MSDB", an affiliate of JSC "Concern "Almaz-Antey"
- Real-time interactive architectural visualization projects of AI3D
- Magus ex Machina (3D animated movie)
- Heaven benchmark (the first DirectX 11 benchmark)
- Tropics benchmark
- Sanctuary benchmark
- Valley benchmark
- "Unigine Engine Now Supports OpenGL 4.0".
- "Development Log". Unigine Corp.
- "Phoronix, Unigine Game Engine Continues To Advance".
- "Personal open source project by Alexander Zaprjagaev".
- Larabel, Michael (2010-11-26). "Unigine Starts A Linux Game Development Competition". Phoronix.
- Larabel, Michael (2010-12-12). "Good News Out Of Unigine's Linux Game Competition". Phoronix.
- Larabel, Michael (2010-12-13). "Unigine Announces The Three New Linux Games". Phoronix.
- "An interview with the creators of Unigine".
- "UNIGINE Engine selected for Almaz-Antey software".
- "Ai3D Pty Ltd - Success Story".