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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2007-12-20

ObjectWaterMesh, MinGW and a bunch of bugfixes

Recent changes:

  • New ObjectWaterMesh object for small water pools.
  • Improvement of build scripts (new variable "g_compiler" in addition to "g_os"), added support of MinGW (engine can be built with it, but the build will not be properly functional; tools are working ok).
  • All console variable are now declared in source/engine/EngineConsole.h.
  • "manager_create_*" console variables are renamed to "manager_preload_*".
  • Fixed mouse scroll handling in Linux.
  • Bones visualization mode in ResourceEditor / Viewer.
  • Fixed collisions of RagDoll with BodyDummy.
  • Fixed "unknown body" bug in physics solver.
  • Non-intersectable objects now can be selected by double-click in UnigineEditor.
  • 2 samples of LODs usage.
  • Object's materials are now handled by the material class.
  • A bunch of flags in objects for surfaces (collision, intersection, shadows and so on).

By the way, building Unigine with MinGW on win32 have helped refactoring win32-specific code because GCC is a little bit more verbose than MS VS.