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.
2007-05-04

Physics, stereo mode and history.

Recent changes:

  • Destroyable joints (maximal force and torque can be set independently).
  • Saving of joints into world and prefab files.
  • Damping in joints.
  • Linear motors.
  • Cone friction approximation instead of pyramid one.
  • Independent linear and angular damping in particles (don't forget to replace "friction" by "linear_damping" in all particle nodes).
  • Fixed tunneling bug in physics at low render FPS.
  • Correct "slow motion" mode in physics.
  • Play/Pause button in UnigineEditor (controls physics simulation).
  • Visualizer improvements.
  • Set of new functions: setWorldParent, addWorldChild and removeWorldChild, which preserve position of the object in the world space.
  • Quaternions improvements: unary operations, operations with scalars.
  • Saving of MeshDynamic geometry into world files.
  • Maya 8.5 plugins.
  • Fixed "force_no_shadows" bug with reflections.
  • Bugfix of soft hardware shadows at ATI/Direct3D9.
  • Deferred texture is available in the world_end pass and in postprocesses now.
  • Auto detection of videocard capabilities in Direct3D9 and OpenGL.

Frustum has made funny stereo mode as a proof of concept (you need stereo glasses like ones using in cinema to view this screenshots):
Stereo effect, special glasses required
This prototype effect works only under OpenGL/NVIDIA for the moment.
Stereo effect, special glasses required

By the way, today is 2nd anniversary of Unigine v0.3, our first commercial release (4 May, 2005). Here is some statistics about it:

binstream@binstream:~/work/unigine/Unigine_v0.3$ ./size.py
shaders           139 Kb   64 files    4459 lines
examples           94 Kb   18 files    3648 lines
levels             16 Kb    3 files     585 lines
src              1732 Kb  126 files   58521 lines
tools             118 Kb   30 files    4212 lines
total            2100 Kb  241 files   71425 lines
...and about the current state of Unigine v0.4:
binstream@binstream:~/work/unigine/Unigine_v0.4/source$ ./size.py
editor            568 Kb   49 files   20600 lines
scripts            59 Kb    5 files    1925 lines
shaders           634 Kb  166 files   23106 lines
tools              31 Kb   17 files    1230 lines
app                 9 Kb   21 files     303 lines
engine           4651 Kb  393 files  168415 lines
libraries         123 Kb   13 files    3649 lines
samples            69 Kb   29 files    2890 lines
tools             618 Kb   66 files   23842 lines
total            6764 Kb  759 files  245960 lines
Size isn't the most important parameter of the software project, but having the same quality level (even more higher for v0.4) you can estimate the progress.

PS: Don't forget to check out our updated screenshots gallery.