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

You can subscribe to our RSS feed.
There is also a translated LiveJournal account: unigine_devlog.
2009-04-15

Players refactoring, render speedup

Recent changes:

  • Various render performance optimizations.
  • Improved rasterizing occluders.
  • Decals from particles.
  • ObjectMeshDynamic can be created from a mesh file.
  • New type of occluders: WorldOccluderMesh, which can have arbitrary geometry.
  • Added WorldTransform, WorldTransformBone and WorldTransformExpression node types for transformation of nodes by a spline, an animation and an expression.
  • Added set of functions for easy manipulations with node transformations.
  • Binary format of spline files.
  • Callbacks for physics, triggers and GUI are moved to the appropriate classes.
  • Inheritance of parent object's animation in skinned meshes (useful for attaching clothes to a character body).
  • Added field for arbitrary user data in each node.
  • Added reflection masks for lights.
  • Updated spline exporter for 3dsMax.
  • System profiler now accumulates values from counters with the same name.
  • Optimization of shadow rendering for LightWorld.
  • Fixed screenshot grabbing under Direct3D9.
  • Heavily refactored players, now they are full-featured world nodes.
  • NodeRef caching on load, it leads to faster world loading.
  • Additional sorting of equidistant from the camera transparent surfaces by blend function.
  • Improved camera for high-level Character system.
  • New high-level controls system in UnigineScript (see data/scripts/input).
  • Updated reference manual, added "Programming / High-Level Scripts / Character System" article.

Here is an animation tree scheme for new character sample, which is included in the SDK:
Animation tree example

PS: We have updated Unigine development roadmap for this year, now you can see status of scheduled features.