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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2007-09-17

Bugfixes and plans for DirectX 10

Recent changes:

  • Setting of time for video playback (Theora wrapper).
  • Video playback sample.
  • Viewports and multisampling are under control of GLExt and D3D9Ext now.
  • Compressed clipmap textures of terrain normals are replaced by uncompressed ones due to bugs in drivers (though compressed clipmaps works OK under Direct3D 10).
  • "Animation only" feature in Maya plugins for animation export.
  • Fixed bugs in Maya plugins.
  • Geometry shaders framework for OpenGL.

It was funny to found out that in order to speed up ResourceEditor on G80 under Windows one needs to select "Single display performance mode" in NVIDIA's control panel. Having multiple monitors one needs to add ResourceEditor into "Program Settings" tab of the panel and select "Single display" option for it.

A kind of announcement: Frustum (our lead developer) is occupied with Direct3D 10 render now. It seems that there will be 3 different renders: OpenGL, Direct3D 9 and Direct3D 10. Thanks to elaborate design of Unigine's framework the introduction of new render is performing easily.