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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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".