Table of contents
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- Principles of Operation
- Virtual World Structure
- World Management
- Rendering
- Rendering Sequence
- Scattering
- PSSM
- Temporal Anti-Aliasing
- Alpha Blending
- Hiding Shading Artifacts with AppBorder Plugin
- Output Modes
- Stereo Rendering
- NVIDIA 3D Vision Output with App3DVision Plugin
- NVIDIA 3D Vision Surround Output with App3DSurround Plugin
- Separate Images Output with AppSeparate Plugin
- Quad Buffered Stereo Support
- Oculus Rift Output with AppOculus Plugin
- HTC Vive Output with AppVive Plugin
- Multi-Monitor Rendering
- Video Wall Output with AppWall Plugin
- 3 Monitor Output with AppSurround Plugin
- Panoramic Rendering
- Projections with AppProjection Plugin
- Physics
- Physical Bodies
- Cloth Body
- Dummy Body
- Fracture Body
- Path Body
- Ragdoll Body
- Rigid Body
- Rope Body
- Water Body
- Shapes
- Collision Detection
- Joints
- Simulation of Physics
- Bit Masking
- File System
- SDK Browser
- Projects
- Licenses
- Add-Ons
- Game Framework Add-On
- Kinect2 Add-On
- Tutorials Content Add-On
- Vegetation Add-On
- VRPN Add-On
- UnigineEditor
- Overview
- Controls
- Managing Worlds
- Scene Navigation
- Setting Up Cameras
- Importing Nodes
- Selecting and Positioning Nodes
- Organizing Nodes
- Exporting Nodes
- Rendering Settings
- Common
- Parameters
- TAA
- SSAO
- SSGI
- SSS
- SSR
- Water SSR
- Clouds
- Environment
- Postprocess
- DOF
- Camera Effects
- Color
- Setting Up Materials
- Setting Up Properties
- Setting Up Physics
- Terrain Editor
- Terrain Grabber
- Landscape Tool
- System Menu
- Video Grabber
- Mask Editor
- Tools Panel
- LUT Generation Tool
- Plugins
- Collada Import Plugin
- OpenFlight Import Plugin
- Importing Large Populated Areas with City Import Plugin
- Making Environment Look Realistic with Randomizer Plugin
- Exporting Nodes with Node Export Plugin
- Baking Meshes into One Mesh with Mesh Combiner Plugin
- Creating Large Terrains with Landscape Plugin
- Interface Plugin
- Making Custom Editor Plugins
- Tools
- Plugins for 3D Editors
- Plugins for 3ds Max
- Plugins for Maya
- Performance Profiling Tools
- Performance Profiler
- Microprofile
- ResourceEditor
- MeshViewer
- NormalCombiner
- NormalMapper
- AmbientMapper
- AlphaMapper
- ImageDDS
- ImageTTF
- USC Interpreter
- Archiver
- Resource
- MeshImport
- Upgrade Script
- Built-in Node Types
- Nodes
- Node
- Node Reference
- Dummy Node
- Layer
- Pivot
- Trigger
- Objects
- Dummy Object
- Static Mesh
- Skinned Mesh
- Dynamic Mesh
- Mesh Cluster
- Mesh Clutter
- Terrain
- Terrain
- Terrain Material
- Global Terrain
- Text Object
- Water
- Global Water
- Water Mesh
- Sky
- Cloud Layer
- Grass
- Grass Settings
- Tutorial: Adding Grass
- Billboards
- Stars Generator for Billboards
- GUI Objects
- GUI
- GUI Mesh
- Effects
- Particle System
- Volumetric Objects
- Volume Box
- Volume Sphere
- Volume Omni
- Volume Projected
- Fields
- Field Spacer
- Field Animation
- Field Height
- Field Shoreline
- Field Weather
- Physicals
- Physical Wind
- Physical Force
- Physical Noise
- Physical Water
- Physical Trigger
- Decals
- Projected Decal
- Orthographic Decal
- Mesh Decal
- Light Sources
- Light Sources Parameters
- Omni Light
- Projected Light
- World Light
- Environment Probe
- Geodetics
- Geodetic Pivot
- World Objects
- World Layer
- Sector
- Portal
- World Trigger
- World Cluster
- World Clutter
- Switcher
- Occluders
- Occluder
- Occluder Mesh
- Occluder Terrain
- Transforms
- Transform Path
- Transform Bone
- World Expression
- Sound Objects
- Sound Source
- Sound Reverb
- Pathfinding Objects
- Navigation Areas
- Navigation Sector
- Navigation Mesh
- Obstacles
- Obstacle Box
- Obstacle Sphere
- Obstacle Capsule
- Players
- Player Actor
- Player Dummy
- Player Persecutor
- Player Spectator
- Programming
- Fundamentals
- Programming Overview
- Engine Architecture
- Execution Sequence
- Where to Put Your Code: Update(), Flush() or Render()
- Logic System
- Typical Architecture of a Unigine-Based Application
- Memory Management
- Matrix Transformations
- Setting Up Development Environment
- Windows Development Environment
- Linux Development Environment
- OS X Development Environment
- UnigineScript
- Creating UnigineScript Application
- Adding Scripts to the Project
- The Language
- Structure of a Program
- Data Types
- Operators
- Control Statements
- Selection Statements
- if-else
- switch-case
- Iteration Statements
- for
- while
- do-while
- forloop
- foreach
- foreachkey
- Jump Statements
- return
- goto
- break
- continue
- Other Statements
- yield
- wait
- call()
- thread()
- Containers
- Functions
- Scope. Namespaces
- Object Oriented Programming
- Interface Class
- Preprocessor Directives
- Templates
- Language Features
- String Global Functions
- Script Debugging
- High-Level Systems
- UnigineScript Basic Utilities
- Unigine::Widgets
- User Interfaces for Unigine::Widgets
- Unigine::Schemer
- Unigine::Skinner
- Unigine::Tracker
- Parameters Tracks
- How-Tos for Tracker
- Running Tracker in Game
- Unigine::Syncker
- Syncker-Specific Options
- Running Syncker for a Custom Project
- Running Syncker with AppProjection
- Unigine::Syncker::Master Functions
- Input System
- Character System
- KeyLine System
- Dialogs Script
- Game Framework
- Overview
- Structure
- Editor Plugin
- Run-time
- Function Library
- Framework System Script
- Game Namespace
- MasterGame Class
- Framework World Script
- EntityData Class
- LevelData Class
- GameData Class
- Run-Time Classes
- Game Class
- Level Class
- Entity Class
- EntityPool Class
- LogicModules Class
- Field Class
- Fields Class
- Scheduler Class
- FrequencyGroup Class
- EventSystem Class
- GameEvent Class
- GameCallback Class
- City Traffic
- Roads
- Cars
- Importing Cars to City Traffic
- Adding Materials to Cars
- Drivers
- Pedestrians
- Traffic Manager
- Samples
- Objects
- billboards_00
- billboards_01
- billboards_02
- billboards_03
- cluster_00
- cluster_01
- dynamic_00
- dynamic_01
- dynamic_02
- dynamic_03
- dynamic_04
- dynamic_05
- gui_00
- gui_01
- gui_02
- gui_05
- gui_06
- gui_07
- clutter_00
- clutter_01
- clutter_02
- particles_00
- particles_01
- particles_02
- particles_03
- particles_04
- particles_05
- grass_00
- grass_01
- grass_02
- grass_03
- mesh_00
- mesh_01
- mesh_02
- Plugins
- app_oculus_00
- app_surround_00
- app_surround_01
- app_wall_00
- cigi_client_00
- gpu_monitor_00
- renderer_00
- sixense_00
- ssl_socket_00
- ssl_socket_01
- Syncker
- materails_00
- mesh_00
- particles_00
- projection_00
- rpc_00
- skinned_00
- Usage Examples
- Basic Object Movements
- Creating and Attaching a Cloth
- Creating a Car with Suspension Joints
- A Simple Mechanism Using Joints
- Creating Routes
- Creating Pylons and Wires Using Ropes
- Dynamic Meshes
- Enabling Selective Surface-Based Collision
- Implementing a Custom Collision Handler
- Intersections
- Mesh Class
- Working with Console
- Cache Files
- C++
- Creating C++ Application
- Creating C++ Plugin
- Integration Samples
- Unigine Integration into SDL Application
- Unigine Integration into Qt Application
- Usage Examples
- Library's Namespace
- Variable Export
- Constant Export
- Function Export
- Class Export
- Data Structure Export
- Callbacks
- Serialization
- App Class
- UnigineScript Containers
- C++ Plugins
- CIGI Protocol Support via CigiClient Plugin
- Secure SSL Connection via SSLSocket Plugin
- GPU Monitoring with GPUMonitor Plugin
- Renderer Customization via Renderer Plugin
- C#
- Creating C# Application
- C# API Reference
- C# Integration Samples
- Application with Direct3D11 via SlimDX Library
- Application with Direct3D11 via SharpDX Library
- Application with OpenGL via OpenTK Library
- C# Usage Examples
- Callbacks
- UnigineScript Containers
- Variable Export
- Plugin Class
- Package Class
- Widget Dialog
- UUSL (Unified UNIGINE Shader Language)
- UUSL Keywords
- UUSL Common Intrinsic Functions
- UUSL GBuffer Structure
- UUSL Data Structure
- UUSL Parameters
- UUSL Textures
- UUSL Semantics
- UUSL Tessellation
- UUSL Compute Shaders
- Creating a Custom Shader for Deferred Rendering Pass
- Creating a Custom Shader for Forward Rendering Pass
- Creating a Custom Shader for Post-Processing
- File Formats
- Mesh File Formats
- Material File Format
- Property File Format
- Startup Command-Line Options
- Console
- Configuration File
- Rebuilding the Engine and Tools
- Rebuild in Windows via Visual Studio
- Rebuild in OS X via Xcode
- Semi-automatic Compilation with Build Script
- Manual Compilation with SCons
- Preprocessor Macros for Rebuilding the Engine
- Rebuild Qt Libraries
- Protecting Your Data with a Password
- GUI
- UI Files
- Containers
- Widgets
- Localization
- RC Files
- Skin Layout
- Usage Example
- Double Precision Coordinates
- Usage
- Performance Analyzer
- How to Generate Shaders Cache
- API
- Containers
- Container Functions
- ArrayMap Classes
- ArrayMap Class
- ArrayMap::Iterator Class
- ArrayVector Class
- Map Class
- Set Class
- Tree Classes
- Tree Class
- Tree::ConstIterator Class
- Tree::Iterator Class
- Vector Classes
- Vector Class
- Vector::ConstIterator Class
- Vector::Iterator Class
- Common Functionality
- Async Class
- Atomiclock Class
- Blob Class
- CallbackBase Class
- Checksum Class
- Compress Class
- ConsoleVariableFloat Class
- ConsoleVariableInt Class
- ConsoleVariableString Class
- Expression Class
- ExternClass Class
- FunctionBase Class
- Image Class
- Interpreter Class
- Json Class
- Log Class
- Logic Classes
- EditorLogic Class
- SystemLogic Class
- WorldLogic Class
- OS Functions
- Path Class
- Plugin Class
- Property Class
- Ptr Class
- Reflection Class
- RegExp Class
- Resource Class
- Stream Class
- String Class
- System Functions
- Thread Class
- Timer Class
- TypeInfo Class
- Unigine Namespace Items
- Utils Class
- Xml Class
- Variable Class
- Controls-Related Classes
- Controls Class
- ControlsApp Class
- ControlsDummy Class
- ControlsJoystick Class
- ControlsSixAxis
- ControlsXPad360 Class
- Engine-Related Classes
- App Class
- Config Class
- Console Class
- Editor Class
- Engine Class
- EnginePtr Class
- engine.system Functions
- EnginePlugins Class
- Game Class
- GameIntersection Class
- Memory Class
- Profiler Class
- Properties Class
- Sound Class
- Sounds Class
- Splash Class
- Visualizer Class
- World Class
- Filesystem Functionality
- Dir Class
- File Class
- Filesystem Class
- File System Functions
- Package Class
- PackageUng Class
- GUI-Related Classes
- Gui Class
- UserInterface Class
- Widget Class
- WidgetButton Class
- WidgetCanvas Class
- WidgetCheckBox Class
- WidgetComboBox Class
- WidgetDialog Class
- WidgetDialogColor Class
- WidgetDialogFile Class
- WidgetDialogImage Class
- WidgetDialogMessage Class
- WidgetEditLine Class
- WidgetEditText Class
- WidgetExternBase Class
- WidgetExtern Class
- WidgetGridBox Class
- WidgetGroupBox Class
- WidgetHBox Class
- WidgetHPaned Class
- WidgetIcon Class
- WidgetLabel Class
- WidgetListBox Class
- WidgetManipulator Class
- WidgetManipulatorRotator Class
- WidgetManipulatorScaler Class
- WidgetManipulatorTranslator Class
- WidgetMenuBar Class
- WidgetMenuBox Class
- WidgetScroll Class
- WidgetScrollBox Class
- WidgetSlider Class
- WidgetSpacer Class
- WidgetSpinBox Class
- WidgetSprite Class
- WidgetSpriteNode Class
- WidgetSpriteShader Class
- WidgetSpriteVideo Class
- WidgetSpriteViewport Class
- WidgetTabBox Class
- WidgetTreeBox Class
- WidgetVBox Class
- WidgetVPaned Class
- WidgetWindow Class
- Math Functionality
- Predefined Constants
- Bounds-Related Classes
- BoundBox Class
- BoundFrustum Class
- BoundSphere Class
- WorldBoundBox Class
- WorldBoundFrustum Class
- WorldBoundSphere Class
- Geometry Class
- Math Common Functions
- Math Exponential Functions
- Math Matrix Functions
- Math Random Functions
- Math Trigonometrical Functions
- bvec4 Class
- dmat4 Class
- dvec2 Class
- dvec3 Class
- dvec4 Class
- half Class
- hvec2 Class
- hvec3 Class
- hvec4 Class
- ivec2 Class
- ivec3 Class
- ivec4 Class
- mat2 Class
- mat3 Class
- mat4 Class
- quat Class
- vec2 Class
- vec3 Class
- vec4 Class
- Node-Related Classes
- Node Class
- NodeDummy Class
- NodeExtern Class
- NodeExternBase Class
- NodeLayer Class
- NodePivot Class
- NodeReference Class
- NodeTrigger Class
- Decals-Related Classes
- Decal Class
- DecalMesh Class
- DecalOrtho Class
- DecalProj Class
- Field-Related Classes
- Field Class
- FieldAnimation Class
- FieldHeight Class
- FieldShoreline Class
- FieldSpacer Class
- FieldWeather Class
- Geodetics-Related Classes
- Ellipsoid Class
- Dataset Class
- DatasetRasterPosResolver Class
- GeodeticPivot Class
- Lights-Related Classes
- Light Class
- LightEnvironmentProbe Class
- LightOmni Class
- LightProj Class
- LightWorld Class
- Objects-Related Classes
- Object Class
- ObjectBillboards Class
- ObjectCloudLayer Class
- ObjectDummy Class
- ObjectDynamic Class
- ObjectExtern Class
- ObjectExternBase Class
- ObjectGrass Class
- ObjectGui Class
- ObjectGuiMesh Class
- ObjectIntersection Class
- ObjectIntersectionNormal Class
- ObjectIntersectionTexCoord Class
- ObjectMeshStatic Class
- ObjectMeshCluster Class
- ObjectMeshClutter Class
- ObjectMeshDynamic Class
- ObjectMeshSkinned Class
- ObjectParticles Class
- ObjectSky Class
- ObjectTerrain Class
- ObjectTerrainGlobal Class
- ObjectText Class
- ObjectVolumeBox Class
- ObjectVolumeOmni Class
- ObjectVolumeProj Class
- ObjectVolumeSphere Class
- ObjectWaterMesh Class
- ObjectWaterGlobal Class
- Players-Related Classes
- Player Class
- PlayerActor Class
- PlayerDummy Class
- PlayerPersecutor Class
- PlayerSpectator Class
- Sound Nodes-Related Classes
- AmbientSource Class
- SoundReverb Class
- SoundSource Class
- World Nodes-Related Classes
- WorldCluster Class
- WorldClutter Class
- WorldExpression Class
- WorldExternBase Class
- WorldExtern Class
- WorldIntersection Class
- WorldIntersectionNormal Class
- WorldIntersectionTexCoord Class
- WorldLayer Class
- WorldOccluder Class
- WorldOccluderMesh Class
- WorldOccluderTerrain Class
- WorldPortal Class
- WorldSector Class
- WorldSwitcher Class
- WorldTransformBone Class
- WorldTransformPath Class
- WorldTrigger Class
- Networking Functionality
- Socket Class
- Pathfinding-Related Classes
- Navigation Class
- NavigationMesh Class
- NavigationSector Class
- Obstacle Class
- ObstacleBox Class
- ObstacleCapsule Class
- ObstacleSphere Class
- PathRoute Class
- PathRouteIntersection Class
- Physics-Related Classes
- Physics Class
- PhysicsIntersection Class
- PhysicsIntersectionNormal Class
- Bodies-Related Classes
- Body Class
- BodyCloth Class
- BodyDummy Class
- BodyFracture Class
- BodyParticles Class
- BodyPath Class
- BodyRagDoll Class
- BodyRigid Class
- BodyRope Class
- BodyWater Class
- Joints-Related Classes
- Joint Class
- JointBall Class
- JointCylindrical Class
- JointFixed Class
- JointHinge Class
- JointParticles Class
- JointPath Class
- JointPrismatic Class
- JointSuspension Class
- JointWheel Class
- Physical Nodes-Related Classes
- Physical Class
- PhysicalForce Class
- PhysicalTrigger Class
- PhysicalNoise Class
- PhysicalWater Class
- PhysicalWind Class
- Shapes-Related Classes
- Shape Class
- ShapeBox Class
- ShapeCapsule Class
- ShapeConvex Class
- ShapeCylinder Class
- ShapeSphere Class
- Plugins-Related Classes
- AutodeskImport Class
- ColladaImport Class
- OpenFlightImport Class
- engine.border Functions
- engine.grabber Functions
- engine.kinect Functions
- engine.oculus Functions
- engine.projection Functions
- engine.surround Functions
- engine.vive Functions
- engine.wall Functions
- Interface Plugin
- InterfaceWindow Class
- Engine Interface Class
- VRPN Plugin
- VrpnAnalogDevice Class
- VrpnButtonDevice Class
- VrpnTrackerDevice Class
- Rendering-Related Classes
- Camera Class
- Ffp Class
- Material Class
- Materials Class
- Mesh Class
- Primitives Class
- Render Class
- Renderer Class
- RenderState Class
- Shader Class
- StructuredBuffer Class
- Texture Class
- TextureRender Class
- Viewport Class
- Content Creation
- 3D Models Requirements
- Art Assets Conversion
- Content Optimization
- Materials
- Hierarchy and Inheritance
- Material Library
- billboards_base
- billboards_cloud_base
- billboards_impostor_base
- clouds_base
- decal_base
- grass_base
- grass_impostor_base
- gui_base
- mesh_base
- Physically Based Materials
- particles_base
- render_composite
- sky_base
- terrain_base
- terrain_global_base
- volume_cloud_base
- volume_fog_base
- volume_light_base
- volume_omni_base
- volume_proj_base
- volume_shaft_base
- water_global_base
- Postprocess Materials
- post_blur_radial
- post_filter_antialiasing
- post_filter_reflection
- post_filter_rgb2rgbl
- post_filter_rgb2yuv
- post_filter_scattering
- post_filter_sobel
- post_filter_wet
- post_hblur_2d
- post_sensor
- post_vblur_2d
- post_hblur_mask
- post_vblur_mask
- post_hblur_cube and post_vblur_cube
- Custom Materials
- Tutorials
- Adding Morph Targets
- Setting Up Object LODs
- Adding Impostors to Clutters
- Unigine Demos
- Port Angeles Workflow
- Port Angeles Setups
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