Unigine Engine - New Unique

Prologue


Not so long ago I saw a showreel engine that looks more than competitive

showreel


In this article, I will briefly talk about this engine and indirectly compare it with direct competitors.

register and download here

A little bit about the story


It all started in 2004 (!) With Alexander Zapryagaev and his opensource project.

In 2010, Heaven Benchmark based on Unigine was released.

In 2012 came out controversial in terms of gameplay, but pretty OilRush.

Oilush

In 2017, a funny turkey came out

Sumoan

Current state


On April 10, 2020, the Community version was released, which can be used if your company has an income of less than $ 100k or for a non-profit project.

Interface


Under the spoiler at a glance
, Unity, :

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Unreal engine: LOD ,Render ,Collision etc.

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:

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, , :

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, , Unreal engine .

asset browser , :

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Scripting and api


Description
: ++ #
#

using Unigine;

namespace UnigineApp
{
	class AppWorldLogic : WorldLogic
	{
/* .. */
		public override bool Update()
		{
	// getting current controls
	Controls controls = Game.Player.Controls;

	// checking controls states and reporting which buttons were pressed
	if (controls.ClearState(Controls.STATE_FORWARD) != 0 || controls.ClearState(Controls.STATE_TURN_UP) != 0)
	{
		Log.Message("FORWARD or UP key pressed\n");
	}
	else if (controls.ClearState(Controls.STATE_BACKWARD) != 0  || controls.ClearState(Controls.STATE_TURN_DOWN) != 0 )
	{
		Log.Message("BACKWARD or DOWN key pressed\n");
	}
	else if (controls.ClearState(Controls.STATE_MOVE_LEFT) != 0  || controls.ClearState(Controls.STATE_TURN_LEFT) != 0 )
	{
		Log.Message("MOVE_LEFT or TURN_LEFT key pressed\n");
	}
	else if (controls.ClearState(Controls.STATE_MOVE_RIGHT) != 0  || controls.ClearState(Controls.STATE_TURN_RIGHT) != 0 )
	{
		Log.Message("MOVE_RIGHT or TURN_RIGHT key pressed\n");
	}

			return true;
		}
	}
}

++

#include <UnigineGame.h>

/* .. */

int AppWorldLogic::update() 
{

	// getting current controls
	ControlsPtr controls = Game::getPlayer()->getControls();

	// checking controls states and reporting which buttons were pressed
	if (controls->clearState(Controls::STATE_FORWARD) || controls->clearState(Controls::STATE_TURN_UP))
	{
		Log::message("FORWARD or UP key pressed\n");
	}
	else if (controls->clearState(Controls::STATE_BACKWARD) || controls->clearState(Controls::STATE_TURN_DOWN))
	{
		Log::message("BACKWARD or DOWN key pressed\n");
	}
	else if (controls->clearState(Controls::STATE_MOVE_LEFT) || controls->clearState(Controls::STATE_TURN_LEFT))
	{
		Log::message("MOVE_LEFT or TURN_LEFT key pressed\n");
	}
	else if (controls->clearState(Controls::STATE_MOVE_RIGHT) || controls->clearState(Controls::STATE_TURN_RIGHT))
	{
		Log::message("MOVE_RIGHT or TURN_RIGHT key pressed\n");
	}

	return 1;
}

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, 100 10 , . ,
vr


Platforms


Briefly about supported platforms
:

  • Windows
  • linux OSX
  • VR: steamvr
  • android, ios, playstation, etcโ€ฆ


Render - shading - vfx


In detail
: AAx4
500 vfx 300+fps
Particicle editor

image

pbr, UE4.

:

image

:

image

:
[Practical Cascaded Shadow Maps](https://developer.download.nvidia.com/SDK/10.5/opengl/src/cascaded_shadow_maps/doc/cascaded_shadow_maps.pdf)

What good is it?


  • many examples, guides and reference code
  • suitable support for all modern features from nvidia about which you need to write a separate article
  • relatively low entry threshold even though the UI is still raw

Epilogue


Now Unigine, although raw, does not support the main platforms, but it already looks promising, and perhaps in a few years, Unigine will join the ranks of Unreal Engine and Unity.
[Author's telegram channel] ( tglink.ru/response1000000 )

my games



Sitelinks


[big interview] (https://secretmag.ru/trends/players/unigine.htm)
[for migrants with unreal engine] (https://developer.unigine.com/en/docs/2.11/migration/from_ue/?rlang = cpp)
[for migrants with unity engine] (https://developer.unigine.com/en/docs/2.11/migration/from_unity/?rlang=cpp)
Seven years ago [the game] came out (http: // flying-cafe .com / ru.shtml)

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