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.
2009-06-24

Bugs depopulation

Recent changes:

  • Fixed crashes on OpenGL / NVIDIA.
  • Fixed wrong collisions of a mesh with a convex hull.
  • Fixed higlighting of sliders in GUI.
  • No more stalls during grass generation.
  • Clusters speedup.
  • Optional warm start for particle systems.
  • Multi-threaded update of world nodes.
  • Reduced memory consumption by meshes (32 bytes for static mesh vertex, 48 bytes for skinned mesh one).
  • Two-pass preprocessing of scripts for full collection of data on classes and prototypes.
  • Added a new sample of selecting objects by mouse (data/samples/systems/selection_00).
  • Added experimental Cg shaders for NVIDIA GPUs, that translate GLSL code into NVIDIA OpenGL assembler instructions (this approach provides 5-10% performance boost in OpenGL in comparison with high-level GLSL code).
  • Added OpenCL wrapper.
  • Saving of unique IDs of nodes into world/node files.
  • Correct work of isVisible flag in nodes, besides that the list of visible nodes of a world is accessible now (engine.world.getVisibleNode(index)).
  • Fixed a heap of minor bugs.

Also we have two more people in the team: Nadezhda Ovchinnikova (technical writer) and Kuat Eshengazin (lead QA engineer).

PS: No pictures today, sorry.