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.
2007-01-09

Worlds merging and autounwrapping.

Recent changes:

  • Correct detection of NVIDIA G80 cards.
  • Support of framebuffer multisample and blit extensions in OpenGL.
  • Removed parallax_aspect parameter of mesh_base and mesh_detail_base materials, it's calculated automatically now.
  • Dynamical world merging.
  • Fix of layer animation blending.
  • Refactored MathLib for physics needs.
  • Automatic unwrapping of meshes in ResourceEditor / Viewer.
  • Updated reference manual with convenient navigation.

Physics module is on the way, right now its math core is being refactored heavily.

Results of automatic unwrapping:
Automatic mesh unwrapping
Packing algorithm should be improved a little, but it works good even now. This feature will be used for rapid PRT calculation, which requres unique UV mapping on second channel.

By the way, we've created a new character for the tutorial, Angel Girl (she will be in "Sanctuary" demo also):
Angel Girl