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.
2007-07-24

Light scattering

Recent changes:

  • GCC 4 build.
  • Full-scene per-pixel light scattering.
  • Scaler manipulator.
  • Support of compression into DXT3 format.
  • Set of UnigineScript defines by means of API and command line.
  • Detection of CPU features via __cpuid and __rdtsc intrinsics under MS Windows.
  • JointWheel usage example.
  • New PlayerPersecutor object (3rd person look).
  • New PlayerActor object (1st person look).

After a set of experiments we have found out that non-uniform scaling of objects produces way too much problems, so this feature wouldn't be provided. Moreover objects scaling noticeably reduces performance so we recommend to use pre-scaled objects.

We are also intensively continuing works on reference manual, now we have a semi-automatic system for documenting our huge UnigineScript library, which contains more than 2000 functions for the moment.