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.
'-Os' replaced by '-O3' in GCC flags, which gave a 20% speed boost in Linux.
Fixed water artifacts produced by overlaping waves.
Line intersection functions for all physics shapes.
Fixed detail textures with SRGB enabled.
Added access to image pixels via C++ API.
Vertex cache optimization is now optional (see export plugins settings).
Optional axes flip on import in ResourceEditor.
Added "frame based" flag for every bone of the ragdoll to mix physics-driven and skinned mesh animations.
New Body::setVelocityTransform() function that calculates linear and angular velocities based on the body transformation.
Fixed a rare startup crash caused by multi-threading access to archived files.
More verbose XML parser.
Fixed saving of materials into nodes.
'restitution' and 'softness' joint parameters splitted into linear_restitution / angular_restitution and linear_softness / angular_softness (don't forget to run the upgrade script).
Optimized tessellation shaders for DirectX 11.
Added documentation on sky ("Principles of Operation / Objects / Sky" section of the manual).
Here are some technical details on how tessellation works under the hood:
Release of the Heaven benchmark attracted a lot of attention in the Net (our webserver has had a near-death experience several times) since there are no DX11 benchmarks so far: news item on Tom's Hardware.
Wow, we made it.