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.
2008-10-16

Multithreading changes and more bugfixes

What's new:

  • Faster sorting of render surfaces.
  • New console functions: isVariable() and isCommand().
  • No more HDR artifacts caused by the vignette.
  • HDR calculation now performs with 4 frames delay.
  • "physics_multithreaded" renamed to "physics_num_threads".
  • All thread controls moved to EngineThreads, node update can work in multithreading mode, this can get a performance boost for particle systems.
  • Number of supported callback arguments was increased to 8.
  • Log file name can be specified by new "-engine_log" CLI option.
  • Preview works only for images smaller than 4 Mb.
  • Shaders has unique id's for easy sorting.
  • Fixed selection of objects under terrain holes.
  • Terrain holes disappear starting only from 4th LOD.
  • Shadows from grass bushes.
  • Support of GL_ARB_draw_instanced extension for better ATI compatibility in addition to existing GL_EXT_draw_instanced.
  • No more stack errors while calling UnigineScript functions from the C++ API.
  • Fixed major stack bug in UnigineScript.
  • Update of benchmarking scripts.
  • More tutorials on terrain creation.

We have also successfully integrated a third-party networking solution with Unigine, now we are performing different performance tests to ensure that it was a right choice of the technology. If the testing will be successfull, our customers have a chance to get networking ready out-of-the box even sooner than it was expected.