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.
2010-03-07

Let's meet at GDC!

What's new:

  • Heavy refactoring of base materials.
  • Tessellation state is switched on/off automatically depending on distance to the object.
  • Updated DirectX SDK headers to February 2010 version.
  • Verbose list of textures used by the render.
  • Added validation of duplicate surface names and incorrect bone weights for skinned meshes into 3dsMax plugins.
  • Fixed a wrong animation frame number being displayed in ResourceEditor.
  • Support of uniform_buffer_object in OpenGL.
  • Global scaling settings for tessellation parameters and reflection color.
  • Added GL_ARB_sample_shading OpenGL extension support for supersample alpha-testing.
  • Fixed inheritance of properties by BodyFracture pieces.
  • ImageDDS tool now supports OpenCL for faster image compression (-opencl command line option).
  • More efficient mesh optimizator.
  • Spark emitter generates particles oriented along the normal of collided surface.
  • Added 'auto' pseudo-type of variables in UnigineScript.
  • Fixed the order of objects destruction by exiting UnigineScript.
  • Node ID is now displayed in UnigineEditor now.
  • Simplification of HDR cross shader.
  • Added a full set of 32/64 bit plugins for Maya 2008, 2009 and 2010.
  • Increased speed of grass and foliage rendering.
  • Optimized supersampled alpha-testing for 8x AA mode.
  • Bunch of minor fixes.

This month was also filled with a lot of important events, for example we met with AMD and NVIDIA engineers and marketing people.

There will be no updates for the next 2 weeks since we are heading to GDC in San Francisco. By the way, you're welcome to visit our booth #1344 (there will be our CEO, CTO and sales manager are going to show a lot of new amazing stuff). Feel free to contact us for an appointment via info@unigine.com