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.
2008-07-29

Impostors

What's new:

  • Smart dynamic impostors.
  • Capability of rendering of a single object in WidgetSpriteObject.
  • Fixed 3dsMax plugins (wrong alignments for skinned mesh).
  • setCastShadow/setReceiveShadow methods for surfaces, which allow fine tuning.
  • Support of password-protected built-in data packs.
  • Fixed selection of NodeRef by double-click.
  • New render_show_textures console variable for visualization of dynamical textures.
  • *.pak files are treated as *.zip ones by filesystem.
  • Increased precision of ObjectWater and ObjectSky on far distances.
  • Filesystem loads files in alphabetical order now.
  • A file, which is referenced by NodeRef, can be replaced by another one via UnigineEditor now.
  • An object is belong to a sector according to its bounding box.
  • Materials and properties can be set for all nodes of a multiple selection.
  • Updated Unigine_Externs pack.
  • Updated docs, added "Content Creation / Materials Overview / Optimization Tips" and "Content Creation / Level Design" articles.

Impostor is a fake 2D sprite object, which replaces a real 3D object at far distances. The engine render impostors automatically, the only thing you should do is to enable 'Impostor' flag in the node properties. There is also an 'Impostor distance' setting in UnigineEditor (see rendering settings window). It's recommended to set that parameter equal to shadow off distance or even greater to avoid artifacts. Approximate estimations of memory consumption by impostors can be found in "Content Creation / Level Design" article.

9 000 000+ polygons, 613 DIPs, 16 FPS (on 8800GT):
Impostors off
2 000 000+ polygons, 235 DIPs, 31 FPS (the same hardware):
Impostors on
FPS is doubled, resulting image is the same - this is a power of impostors!
Impostors on with wireframe

Dynamic decals are on the way.