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.
2007-05-21

Multithreaded physics, physics examples and bunch of other improvements.

What's new for this week:

  • Built-in XML parser in UnigineScript.
  • Improvements of UnigineScript's base classes: Dir, File, Image, RegExp and Xml can transparently interact with external functions, which use the same classes from the framework.
  • Now nv30 works with omni lights having hardware shadow maps enabled on OpenGL.
  • Correct work with fullscreen dualview mode on Linux.
  • Elimination of DirectInput usage.
  • Correct detection of videocard name via WMI under win32.
  • New renderImage() function in the render for image grabbing.
  • Small bugfix of video_restart on Direct3D9.
  • Elimination of LightWorld's singularity with parrallel to (0,0,1) view.
  • New billboard_impostor_base material for distant objects or LODs.
  • 3D spatial modulation of leafs' color by a texture.
  • Renaming parameters of vegetation materials ("amplitide" to "amplitude_scale" and "animation" to "animation_offset").
  • Reset of camera pivot point by 'g' button in UnigineEditor.
  • fabs() is now abs() in UnigineScript.
  • MeshMorph and MeshSkinned can save themself and be created from outside importers.
  • Morph target animation in MeshMorph, blending of up to 4 animations with arbitrary weights.
  • Skinned mesh import from Doom 3 format.
  • Morph mesh import from Quake 2 format.
  • Image class can compress/decompress 3D textures and create mipmaps for them now.
  • Independent angular and linear speed limits for each RigidBody.
  • A bunch of physics examples (we have finally replaced boring grey default textures by funny ones!).
  • Stable multithreaded physics by default.

If Unigine detects more than one CPU, it automatically use multiple threads (2 for now: render and physics). It gives drastically performance boost on multicore machines and even on systems with HyperThreading support. Now this scheme works perfectly and is enabled by default.

Stacking of objects:
Stacking of objects
Joints-based cloth:
Cloth
Accurate and fast joints:
Accurate and fast joints
Joints-based soft body:
Soft body
Joints destruction:
Joints destruction
Walking machine:
Walking machine

We have more physics examples now, all of them are available within evaluation kit.

PS: We were also busy with polishing our Unigine-based demo, "Sanctuary" (gothic-style one), which will be available tonight on our site, so stay tuned.