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.
2010-06-04

SPU optimizations, 3D Vision support, new SDK installers

What's new:

  • Native support of NVIDIA 3D Vision technology.
  • Wireframe and GUI are rendered for both eyes in stereo mode.
  • Simplified work with stereo 3D: include core/scripts/stereo.h and set one of the following defines: STEREO_SEPARATE, STEREO_3D_VISION, STEREO_IZ3D, STEREO_ANAGLYPH.
  • Added 'color' base property type.
  • Fixed rendering time can be set using engine.game.setFTime() function (be aware that game.setIFps() and game.setFTime don't have approriate get*() functions since game.getIFps() and game.getFTime() return the current frame values scaled by game.getScale()).
  • Performance boost of scene management.
  • Default far clipping plane distance for players is changed to 10000.0.
  • Added surface map generation in NormalMapper.
  • Added 'clear'/'reload' buttons for all tools in ResourceEditor.
  • Fixed missing tessellation textures in UnigineEditor.
  • Added two more tutorials (see "Tutorials" section in the reference manual):
    • Adding Scripts to the Project.
    • Adding Sun, Sky and Clouds.
  • Included the full content of Heaven benchmark into all SDK versions.
  • Introduced 'Tools Pack' installer (it contains only tools, plugins and documentation).
  • New NSIS-based installers for both binary and source SDKs (Windows versions only).

Tools pack is intended to be used by artists who don't need the full SDK access. New SDK installers are still in the experimental stage, please contact technical support service if you'll experience any problems with them.

PlayStation 3 port changes:

  • No more CPU/GPU sync, GPU is always loaded with processing command buffer from the previous frame.
  • SPU jobs management system.
  • Reduced memory consumption.
  • Speedup of dynamic mesh rendering.
  • More Altivec optimizations.
  • No more RGBA16F textures.
  • SPU-based optimization of particle systems.