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.
2009-09-28

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.