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.
2007-12-17

Water updates

Recent changes:

  • Caustics, foam, 4 geometry waves and underwater mode in ObjectWater.
  • Speedup of ObjectWater.
  • Shaders for 3D clouds via ObjectVolumeBox (PS 3.0 required).
  • Fixed 3D textures on OpenGL.
  • Refactored random generator (there is no Gaussian floats anymore), now it works faster.
  • ObjectVolumeBox transfers basis for generation of 3D texture coordinates inside the cube to a shader (for various sfx).
  • Per-texture anisotropy filtering in materials.
  • Removed gl_render_use_nv_texture_expand_normal console variable (it is always on now).
  • create_shaders console variable renamed to manager_create_shaders.
  • Correct detection of RGB10A2 support for old ATI cards.
  • Support of GL_ATI_shader_texture_lod extension.
  • Fixed refraction rendering in stereo mode.
  • Progress bar for world loading.
  • New order of splash screens rendering: intro splash shows prior to system init function, outro one renders after shutdown function.
  • Workaround on OpenGL TTF fonts for buggy Linux driver from NVIDIA.
  • Normalmaps visualization mode: render_show_normals.
  • ImageDDS prints an image info being run with -i option.
  • SpriteRender sample.
  • Updated reference manual, added ObjectWater class description.

3D clouds:
3D clouds

There are a lot of handles for water tweaking, so artists can be happy:
ObjectWater settings
Plus there are real-time caustics in here:
Caustics
and improved foam:
Foam