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.
2009-12-23

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