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.
2007-12-31

Last update of the year

What's new:

  • Intel Compiler 10.1 support for MS Windows builds.
  • Screen-space ambient occlusion.
  • ResourceEditor / Viewer can load animation from md5b and animb formats.
  • Heavily improved Players: 2 frictions (min for moving and max for standing), new Offset matrix (for manual rotation of player's head) in addition to modelview one, added reference to controls (system ones by default).
  • Correct work of PlayerSpectator and PlayerActor with arbitrary directions of Up vector, "turning" parameter is added to specify turning speed.
  • Improved PlayerPersecutor, its "offset" renamed to "anchor".
  • Improved controls, added dummy ones.
  • A bunch of new Player samples.
  • Safe Body transform without clearing speeds and contacts: setSafeTransform().
  • Physics callbacks have 2 additional arguments now.
  • Correct save/restore of all callbacks.
  • engine.engine.* functions are renamed to engine.* in UnigineScript.
  • Improved threads in UnigineScript: now they can be called with arguments and have their own scope, thus there can be a lot of them, working in parallel; "thread_create" function is replaced with "thread".
  • New setFrameBone* and getFrameBone* functions, which don't call final blending of the animation.
  • Small improvements of filesystem (reduced memory allocation count).

No Ambient Occlusion, a boring flat image:
No Ambient Occlusion
Real-time Screen-Space Ambient Occlusion brings a lot of 3D look even for non-lit regions:
Real-time Screen-Space Ambient Occlusion

Some statistics for today:

	engine           5736 Kb  476 files  205649 lines
	shaders           862 Kb  215 files   31279 lines
	scripts            75 Kb    7 files    2287 lines
	editor            701 Kb   55 files   25090 lines
	tools             733 Kb   53 files   26442 lines
	app main           47 Kb   18 files    1812 lines
	app samples        69 Kb   29 files    2915 lines
	extern libs       120 Kb   12 files    3579 lines
	build system       34 Kb   24 files    1535 lines
	build scripts      44 Kb   48 files    1461 lines
	docs scripts       30 Kb    8 files     964 lines
	total            8456 Kb  945 files  303013 lines
That statistics is not full, it doesn't include information about 2 Unigine-based projects we are working on now.

Happy New Year!