2010-09-01
OilRush naval strategy game announced
Our company announces OilRush naval strategy game for Windows, Linux and PlayStation 3. The game is based on Unigine™ engine and is currently at the end of production stage. Read more in the official press-release.
2010-08-17
Beta-test of Unigine Developer Community
We have lanched beta-version of Unigine Developer Community portal that enables interaction among developers. Our customers can also find the latest version Unigine resources to download and ask technical question to our support team.
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.

Development Log

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There is also a translated LiveJournal account: unigine_devlog.
2008-03-11

DirectX 10.1 support

What's new:

  • DirectX 10.1 support (d3d10_render_use_feature_level_1 console variable, it's enabled by default; means that comparison sampling from texture arrays for cube and world lights is used).
  • Support of MS Visual C++ 2008 Express Edition.
  • New object for dynamic sky: ObjectSky (2 surfaces, 2 cubemaps with RGBE support, 2 layers of clouds).
  • Shadowing by clouds of ObjectSky.
  • Modulation of dynamic irradiance environment maps by ambient map.
  • Geometry duplication via geometry shaders for rendering of cube and world shadow maps (it works really fast on ATI).
  • Workaround for shadow biases (they are broken in ATI Direct3D10 drivers at the moment, the bug is submitted).
  • R600-specific optimizations.
  • Support of 16f and 32f image formats, loading of *.HDR files.
  • Fixed ATI2 normals.
  • Fair light scattering for reflections.
  • SpriteVideo YUV output with shader-based conversion into RGB for ObjectGui and ObjectGuiMesh (it reduces CPU load while playing multiple videos).
  • Dynamic access to textures by means of UnigineScript (e.g. for generation of procedural textures).
  • KEY_PRESSED callbacks for WidgetEditLine and WidgetEditText.
  • Saving of screenshots in different file formats (video_extension console variable, TGA is used by default).
  • Fixed Alt-Tab issue with fullscreen mode on Direct3D9.
  • Documentation updates: "Content Creation / Animation" and "Programming / Typical Architecture of a Unigine-Based Application" articles.

There is a funny thing with ATI2 components swapping on different cards and APIs (if you don't take it into account, there are artifacts):

R500 R600 NV40 NV50
OpenGL YX (3dc) YX (3dc) XY (la) XY (latc)
Direct3D9 YX YX YX YX
Direct3D10 XY XY

We hope our render to be completed for several months, it is already on the most bleeding edge. Sound module and physics improvements are the following.