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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2009-10-08

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.