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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2008-11-26

Optimizations and very verbose scripts

Recent changes:

  • Instancing of skinned and dynamic meshes.
  • Much faster stereo rendering due to shadows optimization.
  • Terrain speedup.
  • Alpha-channel of specular textures is no longer responsible for reflections, it modulates specular power (glossiness) now.
  • Square brush in TerrainEditor.
  • Manager has been renamed to RenderManager.
  • Adjustable number of splits for WorldLights.
  • Fixed material preview bug.
  • Fixed flickering of water reflections.
  • Added initial angle and velocity scale for particles.
  • Visualization of occulsion query primitives in UnigineEditor.
  • Added terrain sample with unique texturing (terrain_01).
  • Intersection masks, engine.world.getIntersection() functions get a mask as third parameter.
  • New order of arguments for initialization: Engine::init(UNIGINE_VERSION,argc,argv,project,password), where 'password' is a password for encrypted file packs.
  • Script and shader preprocessor accepts only angle brackets for #include directive.
  • Warnings on unused variables and arrays in scripts.
  • More verbose script interpreter output on errors, including file name and line number.

Some notes on instancing follows. There is a pool for 64 bones drawn in once, so there is a huge speedup on skinned meshes with simple skeletons. Cloned ObjectMeshDymamic are also instanced, they are drawn by 32 in a batch. Plus there are some performance improvements in instancing of static meshes.

Here are pics for today, particle-based fountains from our unannounced game:
Particle-based fountain
Particle-based fountain