Category Archives: Game Engines

Unigine 2

UNIGINE is designed to handle virtual worlds of unprecedented scale without limits. Unigine features 64-bit double precision math (instead of regular 32-bit float precision) to define coordinates of objects in the virtual scene. Therefore it is possible to create virtually unlimited worlds with the highest level of detail (maximum coordinates are effectively 536,870,912 times larger than for 32-bit float precision). Game engines normally operate with float precision only.

In the virtual scene, object transformations (including locating, rotating and scaling), animation and physics implementation with float precision lead to a positioning errors, which in turn cause objects to jitter. Positioning errors also may lead to a vertex collapse so a mesh will have distorted shape.
In reality, float precision limitations are noticeable even on scenes larger than 10×10 km due to the accumulation of positioning errors, so double precision should be used for anything larger to maintain accuracy.


UNIGINE supports very detailed terrain up to thousands of kilometres in size. Large-scale natural locations and dense urban environments can be easily filled with objects thanks to the automatic placement system based on layered density masks.

Some examples include:
• Coast-to-coast transportation
• Detailed urban planning projects
• Countrywide military operations
• Flight simulators of the continent scale
• Space mission simulation


Unity 5.5 & Beyond: Graphics Demos

Live demonstrations of a handful of upcoming Unity graphic improvements, including shader instancing with Apple’s Metal, an Image Sequencer Tool that imports video frames and creates an animated texture atlas, a unified Image Effects component combining color correction, depth of field, and temporal anti-aliasing in fewer drawcalls, and finally improvements to Unity’s global illumination lightbaking.

* Filip Iliescu (Strategic Partnership Manager & R&D Developer, Unity Technologies) – Metal for iOS, tvOS, and macOS, Metal instancing demo
* Lucas Meijer (Technical Director, Unity Technologies) – Artist tooling, Image Sequencer demo
* Matt Dean (QA STE – Graphics, Unity Technologies) – Post Processing demo
* Juan Martinez (Technical Artist, Playful Corp) – Progressive light mapper, sneak peek of Playful’s next project

Unite 2016 Keynote

Unity Keynote speech at Unite Los Angeles 2016 is now live.

Announcements have included a demonstration of new image effects, temporal anti-aliasing, and OTOY’s Octane Renderer running in Unity.

Unreal 4.13 released

Unreal Engine 4.13 has arrived! In this version you’ll find numerous improvements across the board.

Many new rendering features have been added, such as mesh decals, Blueprint drawing to render targets, GPU morph targets, refraction improvements and high quality, optimized noise functions are now available to materials. Shadow map caching allows for more shadow-casting dynamic lights in a scene than ever before!

Sequencer, our new non-linear cinematic editor, has been updated with a slew of new features for high-end cinematography. Live recording from gameplay has been significantly improved. Also, you can now transfer shots and animations back and forth from external applications. You can see these features in our SIGGRAPH Real-Time Live! 2016 demonstration.

Alembic support

Alembic support allows you to import complex and interesting vertex animations. And the new Physical Animation Component lets your characters respond realistically to physical forces by driving their skeletal animation through motors.