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.
2007-02-09

Improvements and more pieces of physics.

Recent changes:

  • New logic of LOD switching.
  • Arbitrary swizzlers in UnigineScript, allow using constructions like "v.xyz + v.zyw" and "m.m03m13m23".
  • Changes in mipmaps generation logic.
  • Easy splash screens.
  • Small fix of work with OpenAL.
  • GUI bugfixes.
  • Fixed normalization bug with ATI x1xxx cards.
  • Pointers to editor nodes restore automatically while restoring state.
  • ATI performance counters in built-in profiler.
  • "Intersection" and "collision" options in materials.
  • Visualization of handlers for lights, sectors and so on.
  • Partial collision detection.
  • Physics serialization.

Don't forget to use upgrade.py within your "data" directory.

Some words about new LOD system: now there is "Parent" parameter in Nodes / Surfaces, which set number of levels in nodes hierarchy to parent node used for reference distance (-1 is for distance to the current surface).

Video driver issues are like a never-ending story: NVIDIA guys have finally accepted bug report regarding enormous performance drop with cubemap textures in OpenGL. AMD/ATI released pretty good linux driver at last, everything seems to work ok with it. We are happy that hardware vendors working on their drivers, but anyway we would like to see bug fixes faster.

By the way, Unigine Corp. is hiring: we are looking for a talented C++ developer who will work on Unigine tools.