2010-09-01
OilRush naval strategy game announced
Our company announces OilRush naval strategy game for Windows, Linux and PlayStation 3. The game is based on Unigine™ engine and is currently at the end of production stage. Read more in the official press-release.
2010-08-17
Beta-test of Unigine Developer Community
We have lanched beta-version of Unigine Developer Community portal that enables interaction among developers. Our customers can also find the latest version Unigine resources to download and ask technical question to our support team.
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.

Development Log

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There is also a translated LiveJournal account: unigine_devlog.
2010-04-19

PS3 port is coming

Recent changes:

  • Detection of CrosssFireX and QuadFireX modes.
  • Synchronization of random seeds for particles and clouds.
  • Added 'rigidity' parameter into ragdolls.
  • Added 'data' field for widgets in UI files syntax.
  • Added emission into mesh_paint_base material.
  • Added deferred rendering of lights (can be used per-light).
  • Added material/property handling via C++ API.
  • Optional 2D density map for volume_cloud_base material.
  • Changed splash screen API (splash screens now can be shown at any time): engine.splash.setEnabled(1); while(true) engine.splash.renderSplash(progress); engine.splash.setEnabled(0);
  • Editing of WorldTransform splines in UnigineEditor.
  • Export of splines from Softimage.
  • Added support of detail textures mesh_paint_base.
  • Added different blending modes for detail textures for mesh_base and mesh_paint_base (multiply, overlay).
  • Added local align option into Softimage export plugin.
  • Updated "Rendering Sequence" article in the manual.
  • Fixed bugs caused by video mode change in DX10/DX11.
  • Full support of OpenGL 4.0 hardware tessellation API.

We have good news regarding PlayStation 3 version of Unigine: since we finally got devkits, development is moving very fast, at the moment we have working controls, file system, memory management and can draw meshes.

Fonts test on PS3

Unfortunately current drivers from ATI doesn't handle hardware tessellation in OpenGL 4.0 yet so we can't updated Heaven benchmark right now to provide this feature in OpenGL mode.