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.
2008-05-15

Don't worry, we are still here

There were no updates for a while because we are messing up with our new office, sorry (at the moment almost everything is done, we are ready to move in). Plus we were at Russian Game Developers Conference (KRI), it also took some time. Anyway, the development goes on even within these circumstances, so don't panic.

By the way, we met some of our customers at KRI (including Afterfall developers), we hope those meetings being fruitful.

Current update provides the following:

  • New sound module is almost ready (except for reverberations).
  • Added sound usage samples (data/samples/sounds).
  • Improved ControlsApp: keys and buttons can be assigned from scripts.
  • Optimized mesh intersections.
  • Lightmap generator for all types of lights in UnigineEditor.
  • User-adjustable containers inside "Materials" and "Nodes" windows.
  • Great speedup of ResourceEditor / NormalMapper (now it uses dedicated tracing code).
  • Less memory consumption by NormalMapper, it's more stable in Windows now.
  • color_scale instead of alpha_scale in shaders.
  • New WidgetVPaned and WidgetHPaned widgets, which can be adjusted in size by a user.
  • Access to a swizzled member of arrays is allowed from user classes now: foo.array.size().
  • Access to methods and members of a class is allowed if the object is a member of another class now: foo.file.close().
  • isCallbackEnabled() in UnigineScript.
  • copy, swap and compare functions for arrays in UnigineScript.
  • Case-insensitive mode for filesystem (data_icase console variable).
  • 'hidden' flag for widgets (it controls visibility).
  • New WorldTrigger object with callbacks (see data/samples/worlds/triggers_00.cpp).

We are going to get back to normal development pace in 2 weeks.