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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2007-07-04

Node export and reference manual

What's new:

  • Support of parallax mask in materials.
  • Support of DXT1 textures with 1-bit alpha channel.
  • Bugfix of world loading: physical objects aren't moved to zero anymore.
  • Support of polygon primitive for COLLADA.
  • Adjustable polygon offset.
  • Node export from 3ds Max with materials.
  • "Priority" parameter doesn't belong exlusively to blending, it is available for all types of objects for rendering optimization (rendering order) now.

There is a Unigine menu item available after installation of our plugins for 3ds Max:
Unigine menu in 3ds Max
The most interesting item here is "Node export", which lets to export objects with materials into Unigine node files supported by UnigineEditor.

It's a vacation time, so there are only few changes in terms of code. However we have news in art content and documentation. We would like to introduce our technical writer, Valentina "fattie" Vaneeva. She is a highly competent person, prior to joining us Valia worked in ALT Linux development team as a translator and in Mozilla Organization as a chief of Russian localization team. So, for more than a month our reference manual has been being in safe hands, there is almost completed new "Technologies" section ("Lighting", "Shading", "Bump Mapping", "Shadows", "HDR Rendering", "Postprocessing", "Transparency", "Reflections", "Special Effects" and more to come) with a lot of pictures. This chapter of the reference manual is devoted to modern real-time technologies of virtual worlds in general, it would be useful for artists as well as programmers.