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.
2010-02-05
Unigine engine empowers dinosaurs game
Unigine-based project by Lukewarm Media ("Primal Carnage" action shooter featuring dinosaurs) is currently close to the end of pre-production stage, release is planned in Q4 2010. Read more in the official press-release.
2009-12-07
Afterfall game at Game Connection Lyon 09
Nicolas Intoxicate, a Polish developer, will demonstrate the Unigine-based "Afterfall" game at Game Connection 2009 (Lyon, France). Find out more on the official website of the game.
2009-10-22
The first DirectX 11 benchmark released on the basis of Unigine engine
We have released the first DirectX 11 benchmark "Heaven" with comprehensive use of tessellation technology, advanced SSAO, new volumetric cumulonimbus clouds, interactive mode and much more. Read the official press-release.
2009-10-01
Unigine Engine Gets DirectX 11 Into Gear
Updated Unigine™ engine has successfully incorporated the groundbreaking DirectX 11 capabilities, including hardware tessellation, DirectCompute technology and Shader Model 5.0. Read more in the official press-release.

Development Log

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There is also a translated LiveJournal account: unigine_devlog.
2009-04-01

Cell support, animation tree

What's new:

  • Support of Linux on PlayStation 3 (with null render).
  • New SPUShader class for work with SPU-based programs (works via libspe2 in Linux).
  • Added Altivec optimizations for PowerPC CPUs.
  • Full support of little and big endian platforms.
  • CUDA framework.
  • Added compact profiler mode ("show_profiler 1" console command, full view is "show_profiler 2").
  • World spatial subdivision optimizations.
  • Mesh intersection speedup.
  • Fixed engine crashes, which were caused by memory corruption.
  • Added set()/get() functions for indexed access to all containers in UnigineScript.
  • Billboard-based material for foliage (an option of mesh_leaf_base material).
  • Plugins for Maya 2008 (9.0).
  • Fixed texture path issue in UnigineExport script for 3dsMax.
  • Fixed plugins for 3dsMax (mesh export with applied modifier).
  • Simple framework for software rendering.
  • Updated shadow biases for all supported hardware.
  • Mesh-based water use UV coordinates for waves (keep it in mind for old content).
  • UnigineScript: call() and thread() functions can accept an array as second argument.
  • Changed format of decals storing (run upgrade.py script to upgrade data, see more in the documentation).
  • Improved high-level character system with full-featured animation tree (see "character" demo in the SDK).
  • New detailed tutorial in documentation: Content Creation -> How to... -> Setup Sky and Water.

Unigine seems to be running fine on PS3 in home-brew mode (with Linux), however there is no access to GPU, so it supports only null render or simple software render for physics debug. Due to well-designed Unigine's framework the porting to this point was quite easy.

This is a screenshot from new "character" demo:
Character

Since March, 13 a new great book of ShaderX series is available: "ShaderX7: Advanced Rendering Techniques", edited by Wolfgang Engel. Section 4 (Shadows) of the book contains an article "Practical Cascaded Shadow Maps" by Fan Zhang, Alexander Zaprjagaev (CTO of Unigine Corp.), Allan Bentham. The described shadowing technique is used in the Unigine engine, providing fine shadows with arbitrary scene geometry.
Frustum with ShaderX7

PS: Networking module is slightly delayed due to some unsolved issues with physics synchronization.

PPS: There is also a non-official Unigine crew blog started recently, where you can find some more info about our social life.