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.
2008-01-08

iZ3D stereo monitors supported

For those who don't read our news:

  1. Unigine introduces iZ3D stereo monitors support at CES, read more here.
  2. You have the last chance to license current version of Unigine at very low prices before 29th February, after that date prices will be much higher.

Changes for the week:

  • Support of iZ3D stereo monitors.
  • "Scattering" flag in materials for correct pre-scattering blending (with this flag enabled a blending material will be rendered before light scattering; disabled by default for blending materials).
  • Adjustable scattering threshold (for correct translucence of the Sun through objects).
  • Seamless immersion into the water.
  • Speed up of water rendering on ATI cards.
  • "Spark" emitter is now available for particle systems (sparks can be generated after a collision of a particle from another system or their coordinates can be set manually).
  • "Clipping" flag in particles causing particle's death after intersection or collision.
  • Volumetric light scattering effect (shadow shafts), can be enabled per-surface.
  • New functions for manual update of nodes (engine.world.addNode) and bodies (engine.physics.addNode) for invisible objects.
  • New samples: more particles, another variant of PlayerActor usage with weapon attached.

That's how volumetric light scattering looks (length and exposure of shadow shafts can be adjusted):
Volumetric light scattering
That's all for today, stay tuned.