![]() ![]() Video output to sophisticated displays was implemented via so-called multi-channel rendering (network-synchronized image generation of a single large image with several computers), which is a standard approach in professional simulators. Support for large virtual worlds was implemented via double precision of coordinates (64-bit per axis), zone-based background data streaming, and optional operations in geographic coordinate system (latitude, longitude, and elevation instead of X, Y, Z). UNIGINE 1 has support for large virtual scenarios and specific hardware required by professional simulators and enterprise VR systems, often called serious games. Supported Shader languages: GLSL and HLSL languages. UNIGINE 1 provided 3 APIs for developers: C++, C#, UnigineScript. Initial versions (v0.3x) only supported OpenGL. UNIGINE 1 had support for several graphical APIs: DirectX 9, DirectX 10, DirectX 11, OpenGL, OpenGL ES and PlayStation 3. Experimental support for WebGL was not included into the official SDK. UNIGINE 1 supported Microsoft Windows, Linux, OS X, PlayStation 3, Android, iOS. ![]() ![]() UNIGINE Engine was created from scratch and is not based on any other engine. The first public release was the 0.3 version on May 4, 2005. ![]()
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