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.
2009-11-18

Physical cloth

What's new:

  • Added support of physical cloth.
  • Added JointPin for pinning cloth to BodyRigid and BodyDummy.
  • Added PhysicalWind for setting wind areas affecting cloth.
  • Fixed saving of instanced materials.
  • Access to contact time in physical contacts.
  • Access to more verbose info from JointWheel.
  • "Frozenable" flag for rigid bodies.
  • Correct handling of setVelocityTransform() by BodyRagDoll.
  • Fixed Unicode issue with log file names in Windows.
  • Added plugins for Maya 2009 Linux 64 bit.
  • Fixed issue with particles inside sectors.
  • Added a bunch of new physical samples.
  • Updated documentation on common object options ("Principles of Operation / Objects" section of the manual).

Cloth-based propellers drive airplanes in the field of PhysicalWind:

Video demonstrating interaction of physical cloth with wind

Cloth tearing:

Video demonstrating cloth tearing

Cloth-based leaves:

Video demonstrating cloth-based leaves

You can find more videos with new features in Unigine crew's blog.

PS: By the way, here is another blog entry regarding Unigine in AMD Underground Blog: 11 Days of DirectX® 11, Day Eight: Unigine "Heaven".