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.
2009-07-22

Tessellation

What's new:

  • 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.


Short video on YouTube demonstrating 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.