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.
2009-07-07

Improved volumetric clouds

Recent changes:

  • New volumetric clouds, updated ObjectSky.
  • Added Camera object (PlayerDummy node) in UnigineEditor.
  • Some renaming in the materials: scattering -> post_scattering, polygon_offset -> offset, priority -> order (don't forget to run upgrade.py script).
  • Render performance improvements.
  • Added post_deffered flag for the transparent objects (objects with this flag will be rendered into the deffered buffer after rendering into the color buffer), that is useful for water surfaces.
  • WidgetSpriteObject is renamed to WidgetSpriteNode and can render the full hierarchy of the node.
  • Skinned meshes can be rendered using DirectX 10 stream out feature or OpenGL EXT_transform_feedback extension.
  • New type of the particles emitter: shift (particles are generated only if the emitter is moving), that can be used for fake water interaction effect or rocket traces.
  • Reduced memory consumption by UnigineScript interpreter.
  • Minor improvements of UnigineEditor.
  • Correct detection of NVIDIA GTS cards.
  • Vegetation animation can be turned off in material settings (less complex shader will be used).
  • Fine tuning of volumetric materials' attenuation.
  • Support of GL_ARB_texture_rg (optional) and GL_EXT_texture_swizzle (required) extensions.
  • Removed support of L and LA image formats (R and RG are used instead).
  • Xinerama support (Linux users now can use multi-GPU and multi-screen configurations).
  • Added new UpSample material option for transparent objects that reduces their rendering buffer resolution, thus providing performance boost.
  • Updated Qt integration sample (now it's compatible with Qt 4).
  • Added samples of image manipulations via C++ API.
  • Updated documentation: "Console", "Tools / ResourceEditor", "Tools / Plugins for 3D Editors", added info on PSSM into "Technologies Overview / Shadows", added "Programming / Scripts / Input System" article.

There are three surfaces in ObjectSky object now:

  • "sphere" provides correct interaction of clouds and sky (clouds can be darker than the sky),
  • "clouds" is a new surface for volumetric cumulonimbus clouds (they are simulated by a physically-correct algorithm),
  • "shadow" (without changes).

New volumetric clouds
New volumetric clouds
New volumetric clouds
New volumetric clouds

PS: Here is the next step forward we promised recently: Unigine Joins PLAYSTATION®3 Tools and Middleware Program.