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

You can subscribe to our RSS feed.
There is also a translated LiveJournal account: unigine_devlog.
2009-05-26

Performance profiler for scripts, improved grass

What's new:

  • Performance analyzer for UnigineScript (in GProf style).
  • Refactored grass (significantly improved performance, support of different shapes, more adjustable parameters).
  • Improved render precision for distant areas.
  • Postprocesses don't affect wireframe visualization now.
  • Performance optimization of LightWorld.
  • Recursive preprocessing of namespaces in UnigineScript, no more forward declarations.
  • Warnings on wrong arguments for functions with arbitrary number of arguments in UnigineScript.
  • Added billboard flag in ObjectGui.
  • Support of OGA and OGV file extensions for audio and video files in OGG format.

To see the performance analyzer output, type "world_analyze" (world script) or "system_analyze" (system script) or "editor_analyze" (editor script) in the console:
world_analyze output
If you want to dump this output into a file, pass its name as an argument: "world_analyze logfile". The perfomance analyzer works only with debug builds. The following counters are available:

  • total seconds (this is the total number of seconds the interpreter spent executing this function)
  • self seconds (this is the number of seconds accounted for by this function alone, without internal calls of other functions)
  • calls (this is the total number of times the function was called)
  • total ms/call (this represents the average number of milliseconds spent in this function and its descendants per call)
  • self ms/call (this represents the average number of milliseconds spent in this function per call)
Output is sorted by "self seconds" field.

Updated grass can be seen in "Forest" demo, which is included into the Unigine SDK:
Forest demo
Forest demo
Forest demo

PS: There is also a component-based game framework almost ready, it will be soon delivered to our customers.

PPS: We have updated our public demos, Tropics 1.2 and Sanctuary 2.2 can be downloaded from our website.

PPPS: We are hiring talented people in Tomsk, Russia.