Here is the link to it:
http://unigine.com/products/unigine/
Here is a video on youtube on their latest demo:
http://www.youtube.com/watch?v=9F6zSgtRnkE
Water example
![Image](http://unigine.com/products/unigine/tropics_sm.jpg)
Terrain example
![Image](http://unigine.com/products/unigine/terrain_sm.jpg)
Environment example
![Image](http://unigine.com/products/unigine/building_sm.jpg)
Physic and editor example:
![Image](http://unigine.com/products/unigine/physics_sm.jpg)
GUI Example:
![Image](http://unigine.com/products/unigine/gui_sm.jpg)
Here is a link to download "benchmark" applications made with the engine:
http://unigine.com/download/
![Image](http://unigine.com/download/heaven.jpg)
Here are some feature that they already implemented:
Render
General
Multiple API render:
Direct3D 9
Direct3D 10
Direct3D 11
OpenGL
Supported video cards:
NVIDIA GeForce GTX 260 - 280 (D10U-xx)
NVIDIA GeForce 9400 - 9800 (G9x)
NVIDIA GeForce 8400 - 8800 (G8x)
NVIDIA GeForce 7100 - 7950 (G7x)
NVIDIA GeForce 6100 - 6800 (NV4x)
ATI Radeon HD 5870 (RV770)
ATI Radeon HD 4350 - HD 4870 (R7xx)
ATI Radeon HD 3430 - HD 3870 (RV620-RV680)
ATI Radeon HD 2350 - HD 2900 (R6xx)
ATI Radeon X1300 - X1950 (R5xx)
Support of GLSL and HLSL shaders
Shader Model 5.0 support (vertex, hull, domain, geometry, pixel and compute shaders)
Hardware tessellation support
DirectCompute support
Performance profiler
Auto detection of GPU capabilities
Performance-critical optimizations for different video cards
Different shader profiles
Support of NVIDIA SLI and AMD CrossFire technologies
Stereo rendering, supported output devices are:
iZ3D stereo monitors
Anaglyph glasses
Any dualscreen stereo system with independent input for each eye
Arbitrary resolution support (including widescreen)
Xinerama support (Linux only)
Lighting
Per-pixel dynamic lighting
SSAO (screen-space ambient occlusion)
Different types of lighting models (Phong, Anisotropic)
Ellipsoid lights with different attenuations
Optimizations: scissors, clip planes
Light maps support
Light scattering
Special light source type based on spherical harmonics
Shadows
PSSM (Parallel Split Shadow Map)
Soft shadows
Translucence
Per-surface shadowing settings
Configurable shadow ambient
Materials
Hierarchy of materials with parameter's inheritance and overloading
Normal mapping
Parallax occlusion mapping
Specular maps
Emission textures
Glow textures with blur
Arbitrary polygon offset
Dynamic transformations of UV coordinates
Alpha testing support
Different blending functions
Special foliage material
Materials with double texture set (tile and detail)
Support of 16bit precision per channel for normal maps
Per-object lighting settings
Special Effects
Particle systems with different types of emitter, forces and animated textures support
Volume light
Volume fog
Dynamic reflections (2D and cubemap)
Fresnel refraction
Volumetric light scattering
Decals
Water with surf zone and caustics
64-bit Color HDR Rendering
Bloom
Adaptive exposure
Glow
Tone mapping
Cross flares
Lens flares
Postprocessing
Refraction
Depth of field
Bokeh filter
Radial blur
Sobel filter
Color transformations (brightness, contrast, saturation, gamma correction)
Low-cost HDR glow
Arbitrary LUT color transformations
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Base Objects
Mesh (static geometry)
Dynamic mesh (generated on-the-fly)
Skinned mesh (bone-based animation) with support of animation blending
Dynamic volumetric objects (box, ellipsoid, omni light, projected light)
Terrain
Water (global and local)
Particle system
Billboard
Procedural grass
Lights (world, cubemap, projected, spot)
Decals (omni, orthographic, projected)
3D GUI (plane, mesh-based)
Players (actor, persecutor and spectator)
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Scene Management
Data streaming (dynamic data loading in the background)
Object hierarchy
Seamlessly interconnected indor and outdoor scenes
Software occluders
Dynamic tree-based subdividing (outdoor)
Portal rendering (indoor)
Advanced LOD system
Clipmap textures support
Dynamic worlds merging
9 LODs for the terrain with full geomorphing
Full-scene serialization
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Physics
Multi-threaded core
Collision detection
Rigid body physics
Particle system physics
Rag doll physics
Vehicle physics
Comprehensive set of geometric primitives
Various joints with destruction support
Motors and springs (linear and angular)
Automatic rag doll generation
Serialization support
Time reverse support
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Scripting System
Object-oriented programming
Easy to learn UnigineScript language (similar to C++ in syntax)
Built-in fast 3D mathematics (vectors, matrices and quaternions with all corresponding functions and swizzling support)
Transparent interconnection with external C++ functions and classes
Multi-threading support
Virtual machine with full state saving/restoring
Byte-code compiler (with caching support) and optimizer
Regular expressions support
Built-in debugger
Built-in performance profiler
Well-documented library of built-in functions and classes (more than 3000 functions)
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Graphic User Interface
UI files in XML format
Easy callbacks via UI file
Localization packs support
TTF support
Unicode (UTF8) support
Microsoft IME support for Eastern languages
Video playback (OGG Theora)
Easy skin changing
Transparency
Resizable windows with overlapping support
3D effects
Activation animation
Rich text support
Comprehensive set of widgets, containers and dialogs
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Input Devices
PC keyboards
PC mice
Standart PC joysticks
Xbox 360 gamepads