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.
2010-02-04

Physical destruction, bugfixes

Recent changes:

  • Added destructible body type: BodyFracture (it supports three destruction patterns).
  • Performance boost in spatial subdivision.
  • Removed intersection mask from BodyWater, it intersects with parent node now (like grass).
  • Support of cylinder collision shape.
  • Joints with softness set must be re-adjusted.
  • Added full CCD for spheres and capsules.
  • 'reflection' parameter of BodyWater is renamed to 'absorption'.
  • Fixed assert in GUI on video mode change.
  • Fixed sectors/triggers infinite recursion.
  • Saving/restoring array iterators in UnigineScript.
  • Fixed incorrect UV data of water in DirectX 10/11.
  • Children particle systems with shift emitter use parent particles as emitters.
  • Added more samples of particle systems.
  • Tessellation optimization gives up to 30% performance boost.
  • PSSM shadow geometry replication by geometry shader (controlled by the folowing console variables: gl_render_use_geometry_replication, d3d10_render_use_replication, d3d11_render_use_replication).
  • Tesselated triangles count can be seen in 'RPrimitives' profiler counter.
  • Added 'Reduce Mesh' feature into MeshViewer: it removes invisible inner triangles.
  • Screensaver launch and power off blocking with running engine on Windows.
  • Fixed wrong UV data in WidgetSpriteShader.
  • Even more speed optimizations and minor bugfixes.
  • Updated documentation on UnigineScript library.

Physical destruction of objects:
Video demonstrating physical destruction

Another sample (also can be found in update Unigine SDK):

Video demonstrating physical destruction