Ultra Engine Standard Edition
This purchase grants a perpetual license for the software upon release. The standard edition allows programming with the Lua programming language.
Ultra Engine unlocks the full power of your graphics hardware to deliver order-of-magnitude faster rendering performance, with a royalty-free license.
A discrete Nvidia GPU with support for Vulkan 1.3 is required. Please see the development roadmap for detailed information about the current capabilities of the software.
End User License Agreement
System Requirements
Nvidia GEForce 420 or AMD Radeon RX 5300M Windows 10 or 11 Visual Studio Code You can run the Ultra Engine benchmarks to check your system's compatibility.
Features
API Design
C++ smart pointers everywhere Multithreaded architecture Entity components system Graphics
Vulkan graphics Clustered forward renderer with uniform lighting model and optional depth prepass Multi-display support PBR materials Load 3D models from glTF, OBJ, MDL, and FBX (using glTF converter) Image loading, saving, processing Vertex, pixel, geometry, and tessellation shaders Normal mapping with specular Post-processing stack Hardware tessellation Environment probes Instanced rendering Real-time mesh modification VR
OpenVR integration with support for a variety of headsets Fast stereoscopic rendering Controller input and display Attach objects to hand controllers and headset Translation and rotation view offset Entity Component System
Multiple components per entity are supported Save and load game states Visual flowgraph connects component actions to create event sequences Physics
Fast and accurate asynchronous rigid body physics Constraints including hinge, ball, kinematic, plane, and sliding joints Motorized joints with limits Generate physics shapes Swept collision Raycasting with lines or spheres Terrain
Dynamically sculpt and paint terrain Cut holes in terrain Up to 256 material layers Hardware tessellation Animation
Animated skinned characters Share skeletons across multiple characters Attach objects to bones Built-in animation transition and update system Hardware skinning Blend and transition animations Pathfinding
Navmesh pathfinding Crowd avoidance and steering Navigation areas visible in editor Physics-based character controller Automatic AI following GUI
Resolution independent for any DPI Extensible widgets system Load SVG vector images Set widget and item image Change mouse cursor Custom color schemes stored in JSON files Sound
3D sound spatialization Head-related transfer function (HRTF) Audio filters including distortion, flanging, echo, and EAX reverb effects Emit a sound from any entity Automatic channel management Skip to any time in sound System
Thread management File I/O File system watcher Memory allocation and management String manipulation (split, search, conversion, etc.) Message boxes and file / folder requester Plugin system
Ultra Engine unlocks the full power of your graphics hardware to deliver order-of-magnitude faster rendering performance, with a royalty-free license.
A discrete Nvidia GPU with support for Vulkan 1.3 is required. Please see the development roadmap for detailed information about the current capabilities of the software.
End User License Agreement
System Requirements
Nvidia GEForce 420 or AMD Radeon RX 5300M Windows 10 or 11 Visual Studio Code You can run the Ultra Engine benchmarks to check your system's compatibility.
Features
API Design
C++ smart pointers everywhere Multithreaded architecture Entity components system Graphics
Vulkan graphics Clustered forward renderer with uniform lighting model and optional depth prepass Multi-display support PBR materials Load 3D models from glTF, OBJ, MDL, and FBX (using glTF converter) Image loading, saving, processing Vertex, pixel, geometry, and tessellation shaders Normal mapping with specular Post-processing stack Hardware tessellation Environment probes Instanced rendering Real-time mesh modification VR
OpenVR integration with support for a variety of headsets Fast stereoscopic rendering Controller input and display Attach objects to hand controllers and headset Translation and rotation view offset Entity Component System
Multiple components per entity are supported Save and load game states Visual flowgraph connects component actions to create event sequences Physics
Fast and accurate asynchronous rigid body physics Constraints including hinge, ball, kinematic, plane, and sliding joints Motorized joints with limits Generate physics shapes Swept collision Raycasting with lines or spheres Terrain
Dynamically sculpt and paint terrain Cut holes in terrain Up to 256 material layers Hardware tessellation Animation
Animated skinned characters Share skeletons across multiple characters Attach objects to bones Built-in animation transition and update system Hardware skinning Blend and transition animations Pathfinding
Navmesh pathfinding Crowd avoidance and steering Navigation areas visible in editor Physics-based character controller Automatic AI following GUI
Resolution independent for any DPI Extensible widgets system Load SVG vector images Set widget and item image Change mouse cursor Custom color schemes stored in JSON files Sound
3D sound spatialization Head-related transfer function (HRTF) Audio filters including distortion, flanging, echo, and EAX reverb effects Emit a sound from any entity Automatic channel management Skip to any time in sound System
Thread management File I/O File system watcher Memory allocation and management String manipulation (split, search, conversion, etc.) Message boxes and file / folder requester Plugin system
About Ultra Engine Standard Edition
This purchase grants a perpetual license for the software upon release. The standard edition allows programming with the Lua programming language.
Ultra Engine unlocks the full power of your graphics hardware to deliver order-of-magnitude faster rendering performance, with a royalty-free license.
A discrete Nvidia GPU with support for Vulkan 1.3 is required. Please see the development roadmap for detailed information about the current capabilities of the software.
System Requirements
- Nvidia GEForce 420 or AMD Radeon RX 5300M
- Windows 10 or 11
- Visual Studio Code
You can run the Ultra Engine benchmarks to check your system's compatibility.
Features
API Design
- C++ smart pointers everywhere
- Multithreaded architecture
- Entity components system
Graphics
- Vulkan graphics
- Clustered forward renderer with uniform lighting model and optional depth prepass
- Multi-display support
- PBR materials
- Load 3D models from glTF, OBJ, MDL, and FBX (using glTF converter)
- Image loading, saving, processing
- Vertex, pixel, geometry, and tessellation shaders
- Normal mapping with specular
- Post-processing stack
- Hardware tessellation
- Environment probes
- Instanced rendering
- Real-time mesh modification
VR
- OpenVR integration with support for a variety of headsets
- Fast stereoscopic rendering
- Controller input and display
- Attach objects to hand controllers and headset
- Translation and rotation view offset
Entity Component System
- Multiple components per entity are supported
- Save and load game states
- Visual flowgraph connects component actions to create event sequences
Physics
- Fast and accurate asynchronous rigid body physics
- Constraints including hinge, ball, kinematic, plane, and sliding joints
- Motorized joints with limits
- Generate physics shapes
- Swept collision
- Raycasting with lines or spheres
Terrain
- Dynamically sculpt and paint terrain
- Cut holes in terrain
- Up to 256 material layers
- Hardware tessellation
Animation
- Animated skinned characters
- Share skeletons across multiple characters
- Attach objects to bones
- Built-in animation transition and update system
- Hardware skinning
- Blend and transition animations
Pathfinding
- Navmesh pathfinding
- Crowd avoidance and steering
- Navigation areas visible in editor
- Physics-based character controller
- Automatic AI following
GUI
- Resolution independent for any DPI
- Extensible widgets system
- Load SVG vector images
- Set widget and item image
- Change mouse cursor
- Custom color schemes stored in JSON files
Sound
- 3D sound spatialization
- Head-related transfer function (HRTF)
- Audio filters including distortion, flanging, echo, and EAX reverb effects
- Emit a sound from any entity
- Automatic channel management
- Skip to any time in sound
System
- Thread management
- File I/O
- File system watcher
- Memory allocation and management
- String manipulation (split, search, conversion, etc.)
- Message boxes and file / folder requester
- Plugin system