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.
2009-06-15

World layers, editing of node references

What's new:

  • World layers support via new NodeLayer: they are stored in separate files, which is more convenient way for collaborative work on a project.
  • In-place editing of NodeReference from the editor.
  • Reduced memory consumption by NormalMapper and AmbientMapper.
  • Fixed WorldCluster crashes.
  • Fixed wrong texture coordinates in volumetric clouds.
  • New flag for ImageDDS: -a allows to downsample a large source image into smaller one with preserving alpha-testing accuracy (don't use this for alpha-blending).
  • Fixed buffer overflow in dynamic meshes.
  • Correct playback of skinned mesh animation with negative speed.
  • Optimized performance of sectors and portals.
  • Added engine.editor.releaseNode() function, which removes a node from the editor list, but doesn't delete it.
  • Aspect ratio for grass instead of separate width/height settings.
  • Material of multi-layer paint (mesh_paint_base).
  • Fixed editing of shapes and joints in UnigineEditor.
  • Adjustable shadow offset for billboard leaves.

Here you can see the difference in alpha-testing with enhanced downsampling via ImageDDS:
Different alpha downsampling

Multi-layer paint material is good for car paint:
A car with new paint material
A car with new paint material
A car with new paint material
A car with new paint material

Some additional landscape improvements in our game in development (grass everywhere, massive tree arrays):
Grass is everywhere
Forest full of trees

PS: We are also to announce the next major step forward, which we made recently, so stay tuned.