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.
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.
Full transformations of point forces in particle systems, added 'rotator' and 'attractor' features.
Unicode names of joysticks.
Dedicated tree for objects with collision detection enabled.
All fonts and textures can be shared between GUIs.
Performance optimization for multiple ObjectGUIs.
Added Qt-based integration sample with multiple windows.
Deffered buffer is decreased in size for low shader profile.
Transfer of user-specified classes between C++ API and UnigineScript.
Billboards speedup.
More compact variables in UnigineScript.
Added new Expression class in UnigineScript, that can compile and execute arbitrary code in runtime.
Minor performance improvement of clouds.
Plugins for 3dsMax 12 (2010).
Correct replication of NodeReferences during assignment of properties and materials.
Added support of Cage mesh in NormalMapper, that allows to select a desired high-poly object.
Height textures are renamed into parallax ones, use '_h' postfix instead of '_p'.
Improved documentation on UnigineEditor and ResourceEditor.
Support of AMD hardware tessellator in ResourceEditor via AMD_vertex_shader_tessellator.
Hardware tessellation is a very attractive technology, artists can waste hours looking at real-time change of low-poly models tessellation.
Unfortunatelly now it is available in OpenGL with AMD cards only. However, later this year Windows 7 is to be released, that introduces DirectX 11 with support of hardware tessellation.
PS: We also work very closely with AMD video driver team now, these guys provide really useful help with fast driver bugfixes for both Windows and Linux versions.
PPS: Our CEO (Denis Shergin) and CTO (Alexander Zaprjagaev) will attend GDC Europe, which will take place in Cologne, Germany this August.
Please contact us via info@unigine.com to make an appointment if you would like to meet.