2010-07-26
We are hiring
Our company is growing so we would be happy to see new team members: developers, PM, sales manager and system administrator. Moreover, the good news is our convenient office in Tomsk is now doubled in size!
2010-05-25
Heaven 2.1, Tropics 1.3, Sanctuary 2.3
Released updated versions of Unigine benchmarks with support of OpenGL 4.0 (including hardware tessellation) and stereo 3D technology (including 3D Vision): Heaven 2.1, Tropics 1.3 and Sanctuary 2.3.
2010-05-04
5 years since the first commercial release of Unigine
The first commercial version of Unigine engine was released five years ago, on May 4, 2005. With the release number 0.3, it had codebase size of approximately 10% relative to the current one. At that time, there used to be 5 people on board.
2010-03-23
Unigine Heaven Benchmark 2.0
Updated version of Unigine Heaven DirectX 11 benchmark is now publicly available. Main changes are: added more content, improved engine, introduced "moderate" and "extreme" tessellation modes, added Linux version (32/64 bit).
2010-02-22
Unigine booth at GDC SF 2010
We gladly invite you to come visit our booth #1344 at Game Developers Conference, San Francisco, 2010. There you will be presented the recent version of Unigine Engine and the Heaven Benchmark 2.0 along with a lot of featured Unigine-based content. Feel free to contact us for an appointment.

Development Log

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There is also a translated LiveJournal account: unigine_devlog.
2007-04-27

More joints and ObjectMeshDynamic.

What's new:

  • Improved system of equations solving for joints: faster, more stable, island-based.
  • Two modes of joints solving: fast (iterative) and accurate (equations solving), can be set per-joint, "Accuracy" switch.
  • "Collision" option in joints for switching collision detection of bounded objects.
  • New JointCylindrical object.
  • New JointFixed object.
  • New JointHinge object.
  • New JointPrismatic object.
  • New JointUniversal object.
  • Joints editing via UnigineEditor.
  • Prediction of RigidBody position for smooth movements.
  • Performance optimizations of MathLib.
  • New ObjectMeshDynamic for constructing arbitrary custom geometry in runtime.

According to our benchmarking results, ObjectMeshDynamic works at 90% of ordinary mesh's speed (if dynamic mesh isn't updated each frame). Dynamic meshes are fully compliant with static ones (coordinates, two texture coordinates, normal, binormal), can be stored into save file with all the custom geometry and is compatible with base material library. The only difference is that dynamic meshes can cast shadows only in shadow map mode. This type of objects can be used for complex effects, shape visualizators and so on.

By the way, the development log is available for LiveJournal users as translated account now.