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.
2010-05-10

Direct PlayStation 3 port is completed

What's new:

  • Fixed property libraries loading bug.
  • Moving of disabled nodes doesn't affect performance.
  • Mouse pointer can be controlled via engine.gui.* namespace now.
  • Fixed object.setBody() and body.setObject() functions in UnigineScripts.
  • Distance-based fading of volumetric objects.
  • More detailed info on functions in EngineAnalyzer (input arguments are also printed now).
  • Changed decals storage format, please re-generate them (simply load world, select "Tools" -> "Batch" -> "Generate Decals" in the editor and re-save the world).
  • No more memory allocations in ObjectMeshDynamic during tangent space calculation.
  • All mesh-related things were migrated to two-vector tangent space basis.
  • Removed artifacts caused by transition from underwater to above-water modes and vice versa (take a look at updated Tropics demo in the SDK).
  • Added new fog for light scattering emulation in underwater mode.
  • Optional two-sided reflection for water.
  • ObjectMeshSkinned performance improvement.
  • Fixed bug with wrong destruction of multiple GUI.
  • Stack size can be defined for Thread.
  • Severe video memory optimizations.
  • Performance optimization of WorldLight.
  • Added plugins for Maya 8.5 64-bit.
  • Coordinate system is relative to the current coordinates of a NodeReference in NodeReference editing mode of UnigineEditor.
  • Completed non-interactive network viewer sample.
  • Added basic tutorials (see "Tutorials" section in the reference manual):
    • Adding Object into a New World.
    • Adding Animated Object into the Loaded World.
    • Setup Sky and Water.
  • New NSIS-based installer for evaluation kit (fixed a lot of issues, including plugins installation).

PlayStation 3 port progress:

  • Direct PPU/GPU port of Unigine is completed, everything works very well (as it was expected).
  • All benchmarks (Sanctuary, Tropics and Heaven) works well on PS3, as well as SDK samples.
  • Major things left to do:
    • Add PS3 gamepad support.
    • Utilize SPUs for performance optimizations.
    • RSX-specific optimizations of shaders.
    • Prepare Unigine PS3 SDK and evaluation kit.

\Heaven 2.0 running on PlayStation 3 (it looks the same as on PC w/o tessellation): Unigine Heaven 2.0 on PlayStation 3