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.
2008-12-23

Cinematic DoF and fast lights

Programmer news:

  • Dedicated shaders for non-shadowed surfaces, huge speedup on high quality shader profile.
  • Severe renaming of shader constants due to refactoring.
  • Added set of functions for access to packed files (engine.filesystem.getNumUngPackageFiles and others).
  • Per-node storing of properties and materials (use this feature carefully with materials because it can affect performance).
  • More verbose scripts parser: filename for #warning and #error, added __FILE__ and __LINE__ defines, more informative asserts and breakpoints.
  • Fixed PSD saving code.
  • More samples with lights.

Artist news:

  • New LightSpot object: very fast omni light without shadows, which can group by 4 sources and render at once.
  • Adjustable diffuse scale for all light sources.
  • Independent LOD system for lights, there are three new parameters: light distance (after this distance light starts fading), shadow distance (after this distance shadow starts fading), fade distance.
  • The same LOD model for particle systems with visible and fade distances.
  • Corrected ambient color calculation for water.
  • LightCube R.I.P., LightOmni now can be modulated by a cubemap, if needed.
  • ObjectMeshMorph support removed.
  • Fixed lack of accuracy in color dialog (HSV colorspace).
  • Adjustable background color of the scene (useful for blue/green screen composing systems).
  • Bokeh filter, available in DirectX10 and OpenGL with geometry shaders (it can be turned on by "render_dof 2 && render_restart" console command).

Bokeh filter is disscussed in blogs for a while, for example in Vincent Scheib's one, "Beautiful Pixels". Here are examples of Bokeh filter usage in Unigine:
Ordinary DoF Bokeh filter
Ordinary DoF Bokeh filter
Ordinary DoF Bokeh filter
Ordinary DoF Bokeh filter

That's how multiple LightSpots can improve a look of the scene, where it's hard to use that many LightOmni:
LightSpot disabled LightSpot enabled
LightSpot disabled LightSpot enabled
LightSpot disabled LightSpot enabled
LightSpot disabled LightSpot enabled

Resulting image quality of LightSpot + lightmaps mixture is very good for night modes, especially taking into the account nice performance (the screenshot is taken from an unnounced Unigine-based game, developing by our content department):
City lights

We're also pleased to note that two more game developers have joined our crew, Alexey "FadeToBlack" Egorov (developer) and Stanislav "brrrrr" Zagniy (3D artist), welcome aboard! They shipped a funny game "Sumotoha" recently and now are working on our internal projects.