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.
2007-08-09

Less physics iterations, more docs

Recent changes:

  • Static library linkage under GCC 4.
  • Joints performance optimization.
  • Bunch of new physics samples.
  • Integer vectors in Mathlib.
  • Runge-Kutta integration of rotation.
  • JointWheel improvements: it can work correctly with low iteration count because of subiterations.
  • Contacts solver was taken out of BodyRigid into special Solver class.
  • Reducing of default iteration count for physics from 8 to 4 due to increased stability.
  • Objects handling sample: attaching a mesh to some bone of skinned mesh (useful for attaching weapons to a character).
  • "Engine Architecture" and "Execution Sequence" articles in "Principles of Operation" section of the manual.

Now we can randomize contacts and joints processing per-object and even per-contact, it produces a lot of CPU cache misses, however it brings drastically improved stability. Outside physics our main development efforts for the moment are works on terrain system, including corresponding materials and tools.

Meanwhile Unigine reference manual is becoming better and better, this is one of the pictures from "Principles of Operation / Execution Sequence" article: Frame time line

By the way, if you are interested, here is almost all of our Tomsk branch crew (other people work remotely):
Unigine Tomsk crew
From left to the right: Andrey "Pluton" Kushner (Lead 3D artist), Peter "Ruby" Sannikov (3D artist), Alexander "Frustum" Zaprjagaev (CTO, Lead developer and The Brain), Denis "Binstream" Shergin (CEO, Project manager), Valentina "Fattie" Vaneeva (Technical writer and Tools developer) and Eugenia "Jane" Shergina (Designer, Art supervisor). Our team is not so big, but extremely effective: the results speak for themselves.