2010-02-05
Unigine engine empowers dinosaurs game
Unigine-based project by Lukewarm Media ("Primal Carnage" action shooter featuring dinosaurs) is currently close to the end of pre-production stage, release is planned in Q4 2010. Read more in the official press-release.
2009-12-07
Afterfall game at Game Connection Lyon 09
Nicolas Intoxicate, a Polish developer, will demonstrate the Unigine-based "Afterfall" game at Game Connection 2009 (Lyon, France). Find out more on the official website of the game.
2009-10-22
The first DirectX 11 benchmark released on the basis of Unigine engine
We have released the first DirectX 11 benchmark "Heaven" with comprehensive use of tessellation technology, advanced SSAO, new volumetric cumulonimbus clouds, interactive mode and much more. Read the official press-release.
2009-10-01
Unigine Engine Gets DirectX 11 Into Gear
Updated Unigine™ engine has successfully incorporated the groundbreaking DirectX 11 capabilities, including hardware tessellation, DirectCompute technology and Shader Model 5.0. Read more in the official press-release.
2009-08-21
Arisnova S.L. licenses Unigine engine
Arisnova S.L., a Spanish company specialized in industrial automation, has licensed Unigine™ engine. Their first Unigine-based is a management system for ships. The target platforms are Windows and Linux; the system supports multi-display environments. Read more in the official press-release.

Development Log

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2010-02-04 Link

Physical destruction, bugfixes

Recent changes:

  • Added destructible body type: BodyFracture (it supports three destruction patterns).
  • Performance boost in spatial subdivision.
  • Removed intersection mask from BodyWater, it intersects with parent node now (like grass).
  • Support of cylinder collision shape.
  • Joints with softness set must be re-adjusted.
  • Added full CCD for spheres and capsules.
  • 'reflection' parameter of BodyWater is renamed to 'absorption'.
  • Fixed assert in GUI on video mode change.
  • Fixed sectors/triggers infinite recursion.
  • Saving/restoring array iterators in UnigineScript.
  • Fixed incorrect UV data of water in DirectX 10/11.
  • Children particle systems with shift emitter use parent particles as emitters.
  • Added more samples of particle systems.
  • Tessellation optimization gives up to 30% performance boost.
  • PSSM shadow geometry replication by geometry shader (controlled by the folowing console variables: gl_render_use_geometry_replication, d3d10_render_use_replication, d3d11_render_use_replication).
  • Tesselated triangles count can be seen in 'RPrimitives' profiler counter.
  • Added 'Reduce Mesh' feature into MeshViewer: it removes invisible inner triangles.
  • Screensaver launch and power off blocking with running engine on Windows.
  • Fixed wrong UV data in WidgetSpriteShader.
  • Even more speed optimizations and minor bugfixes.
  • Updated documentation on UnigineScript library.

Physical destruction of objects:
Video demonstrating physical destruction

Another sample (also can be found in update Unigine SDK):

Video demonstrating physical destruction