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.
2008-06-11

Bunch of useful fixes

Recent changes:

  • New 'world' samples: occluders, sectors and portals, WorldTrigger usage.
  • Plugins for 3dsMax 2009.
  • Xml module doesn't generate   anymore due to standart compliance.
  • 'quit' callback for the editor (quit from the world).
  • Backup of .world file before saving new one.
  • Brush rotation in TerrainEditor.
  • Excluding support in Archiver.
  • Visualization of ambient occlusion.
  • Built-in packed resources instead of XPM files.
  • New 'Resource' tool for packing of resources to be built-in into the binary.
  • TTF fonts in ResourceEditor.
  • 3x3 PCF for shadows in lightmap generator.
  • More optimal ambient occlusion for open spaces owing to branching in shaders.
  • Transformations of texture coordinates in ResourceEditor.
  • isNode(), isBody(), isJoint() functions in UnigineScript for pointer type detection.
  • call_stack() and stack_dump() functions in UnigineScript for easy debugging.

There are also tons of changes in UnigineEditor in our development branch, but they require some time for stabilization, so they will be introduced in next updates.

PS: Unigine team is hiring: see vacancies list. We would be happy to find more great developers, may be it is your chance to join us!