2010-09-01
OilRush naval strategy game announced
Our company announces OilRush naval strategy game for Windows, Linux and PlayStation 3. The game is based on Unigine™ engine and is currently at the end of production stage. Read more in the official press-release.
2010-08-17
Beta-test of Unigine Developer Community
We have lanched beta-version of Unigine Developer Community portal that enables interaction among developers. Our customers can also find the latest version Unigine resources to download and ask technical question to our support team.
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.

Development Log

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There is also a translated LiveJournal account: unigine_devlog.
2007-12-07

Stereo support, new water and physics callbacks

Recent changes:

  • Stereo mode in the render.
  • New ObjectWater instead of old water.
  • Refactoring of particles shaders.
  • Fixed issue with required D3DPTADDRESSCAPS_BORDER for ATI R400 and R300 (it doesn't support border clamp according to the spec, however it works ok).
  • Physics callbacks for joint destruction, freezing and new contacts.
  • More efficient memory allocations for physics.
  • 3 more physics samples (callbacks, freezing).
  • foreachkey() now iterates over ordinary vectors in UnigineScript.
  • New check() function for maps (it checks validity of a key).
  • Fixed jpeglib build for Windows.
  • "intersection" function is renamed to "getIntersection", the same is for collisions in meshes.
  • "world_clear" console command is renamed to "world_quit".
  • object.setMaterials removed; everything works by means of object.setMaterial.
  • Fixed bug with button handling for non-focused widgets in GUI.
  • engine.gui.setCallback function is renamed to engine.gui.addCallback.
  • New "editor_script" console variable for multiple editors.
  • "Come to me" button in UnigineEditor: it moves selected object right in front of the camera ('b' hotkey).
  • Fast simplified rendering mode in UnigineEditor (modes are toggled by 'F3' button).
  • Updated documentation on console variables and commands.
  • "Programming / UnigineScript / Script Debugging Tips" article in the manual.
  • Updated "Tools / UnigineEditor" article in the manual.

Here is the table describing combinations of "render_stereo" console variable's values and postprocessing materials to be used with different stereo output devices:

Output device OpenGL material Direct3D material render_stereo
Separate eyes device post_stereo_wide post_stereo_wide 2
N/A post_stereo_dual 1
Anaglyph glasses post_stereo_anaglyph post_stereo_anaglyph 1

A special small launcher is required for stereo mode on Windows since it works via an interesting trick. Users can enjoy stereo mode on Linux as well.