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.
2009-10-08

OpenGL 3.2 support

Recent changes:

  • Support of OpenGL 3.2 (MSAA on scattering and SSAO; support of signed textures for normal maps).
  • Added new mesh_tessellation_paint_base base material.
  • Granted access to ObjectMeshSkinned via C++ API.
  • Updated C++ API documentation.
  • Fixed bug with parsing '#' symbol inside define-disabled blocks in scripts.
  • Memory allocator is more verbose now.
  • Decreased CPU cache miss count.
  • Replacing the 'inline' statement by '__forceinline' provided a huge performance speedup under Windows.
  • Refactoring of XML parser.
  • Less system memory consumption on DirectX 9.
  • Empty maps can be declared as (:) in UnigineScript.
  • Refactored KeyLine system, please refer to the documentation for more info.
  • Fixed crash of import plugins on surfaces with zero vertex count.
  • Fixed batch changing of light options in UnigineEditor.
  • Improved seams removing algorithm for ResourceEditor.
  • ObjectGrass intersects with the parent object with the use of intersection mask.
  • Updated documentation on lighting ("Principles of Operation / Lighting and Shadows" section of the manual).

Here is a preliminary screenshot from the upcoming DirectX 11 benchmark based on Unigine:
Heaven benchmark draft
The demonstration of the benchmark will be held on the major forthcoming event, stay tuned for more news.