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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2009-12-23

Water

What's new:

  • Added SpawnThreshold parameter for particle systems (spawn rate for 'random' and 'spark' emitters depends on the speed of parent objects).
  • Separate axis flip for particles: 'variation_x' and 'variation_y' parameters (run upgrade.py script for data upgrade).
  • Shared 2D reflections (the same way as cube reflections are shared).
  • New BodyWater for physical simulation of shallow water with two-way interaction.
  • Access to floating objects in PhysicalWater.
  • PhysicalWater and BodyWater spawn spark particles on contact, if particle system is made a child node.
  • Emitters of child particle systems are synchronously enabled when the parent emitter is enabled.
  • Continuous collision detection for spheres vs convex hulls, spheres vs meshes, capsules vs convex hulls and capsules vs meshes.
  • Less memory allocations by render.
  • Added two more flags for nodes: isVisible (the node was shown in a viewport) and isShadow (the node casted shadow).
  • Added camera limitations for PlayerSpectator.
  • Per-object freeze speed of physical objects.
  • Inverse kinematics for ragdolls.
  • Added more physical cloth samples, including ones of attaching the cloth to skinned mesh.
  • Added BodyWater samples.
  • Added inverse kinematics samples.
  • Visualization of full ragdoll hierarchy and bone hierarchy in UnigineEditor.
  • Reduced memory consumption by plugins for 3D editors.
  • Fixed MeshSkinnedImport plugin for 3ds Max.
  • Updated Softimage plugins (usability improvements).
  • Added documentation on grass ("Principles of Operation / Objects / Grass" section of the manual).

API changes:

  • engine.world.addVisibleNode() is renamed into engine.world.addUpdateNode().
  • engine.world.getNodes() is renamed into engine.world.getIntersectionNodes().
  • engine.world.getObjects() is renamed into engine.world.getIntersectionObjects().

Physical cloth on skinned mesh objects:

Video demonstrating physical cloth on skinned mesh objects

Interaction of objects with physical water:

Video demonstrating interaction of objects with physical water