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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2009-09-28

Full DirectX 11 render with tessellation support

Recent changes:

  • Tessellation support under DirectX 11.
  • Tessellation support under OpenGL on ATI DirectX 10 level cards.
  • Added hull and domain shaders for tessellation.
  • Added "render_profiler" console variable that turns on/off performance profiling of render postprocesses.
  • Fixed OpenCL initialization (headers were silently updated by Khronos Group).
  • Detail textures can use the second UV channel (it can be selected in the "States / Options / Detail" drop-down menu).
  • Added mesh_tessellation_base material for objects with hardware tessellation, it supports tessellation masks and height textures.
  • Fixed UnigineScript bug with disappearing of "this" by complex inheritance.
  • Reloading of meshes with different surfaces in MeshViewer; minor usability improvements.
  • Added EXT_texture_snorm extension support.
  • Added the distance for disabling occluders.
  • Simplified SSAO for low shader profile.
  • CUDA headers updated to version 2.30.
  • Updated documentation on sound ("Principles of Operation / Sound" section of the manual).

No tesselation, simple normal mapping:
Tessellation off
Tesselation:
Tessellation on
No tessellation, wireframe:
Tessellation off
Tessellation, wireframe:
Tessellation on
By the way, this art asset will be used in our upcoming real-time demo, which is to be released in October.

PS: Here are some numbers considering performance of CUDA and DirectCompute: Unigine Crew blog.