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Submitted by Josť Carlos Martin, posted on November 29, 2001

Image Description, by Josť Carlos Martin

Hi. I am Santiago Orgaz, a programmer here in Spain. Currently, i am working in coin-op developer market but in my spare time making a graphic engine called "Inferno". The image shows self-shadowing) with shadow volumes. The FSAA provides some blur in shadow edges.

The engine provides portals/bps/octree visibility culling, FSAA, shadows and dynamic volumetric lights, billboards and particle systems, terrain generators, level editor/viewer, per pixel lighting, support for skinning, morphing and FFDs, cube or paraboloid environment mapping, DX8.1 and OGL optimized drivers, based on dessign patterns, COM or C libraries availability and Maya/3dsmax/Softimage utils.

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Archive Notice: This thread is old and no longer active. It is here for reference purposes. This thread was created on an older version of the flipcode forums, before the site closed in 2005. Please keep that in mind as you view this thread, as many of the topics and opinions may be outdated.

November 29, 2001, 11:12 AM

very nice, thats a lot of features :)

btw, how'd you learn to program w/ dx?


November 29, 2001, 11:16 AM

Damn... what a nice feature list...
Are the shadows realtime?


November 29, 2001, 11:52 AM

Very nice!

Could you explain how you create the shadows? Are they rendered onto a texture or are you creating extra polys and drawing them on top of the scene objects? You won't happen to have some source or demo available for d/l, do you?
Again, looks really nice! Keep up the excellent work!



November 29, 2001, 11:58 AM

WOw that sounds like a nice Engine. The shadow looks really cool. Is this going to be an open source engine or is it for something you are planning, if so what do you plan to do with it?

Ian Romanick

November 29, 2001, 12:08 PM

So, what kind of hardware is that on? For a scene like that, even with all those features, 38.1 fps seems a bit low. Of the ~5k polygons, how many of those are in the girl and how many are in the background?


November 29, 2001, 12:14 PM

What does the nVidia-logo do in there?

Edwin Jakobs

November 29, 2001, 12:19 PM

hurray, programmer art.


November 29, 2001, 12:29 PM

...and where's the inferno?


November 29, 2001, 12:53 PM

Looks nice, but could it be that you just altered an nVidia demo???

Have fun


November 29, 2001, 12:55 PM

The image shows self-shadowing) with shadow volumes.

He is using stencil shadows if I understand him correctly.


November 29, 2001, 12:57 PM

uh yeah now that you mention it Bunnz, what is that nvidia logo doing down there? showing respect?


November 29, 2001, 01:25 PM

The drivers I have let me turn the NVidia logo on in any program. It's no big deal.


November 29, 2001, 01:25 PM

[x] Display logo when running Direct3D applications, why it's checked is not really interesting (atleast to me).


November 29, 2001, 01:41 PM

prob because of the FSAA

Da Wolf

November 29, 2001, 01:57 PM

so you got portal, bsp and octree all running together? cool! can you tell us more about that?


November 29, 2001, 02:04 PM

...and SHOW? ;)

Sorry, the description of your engine is quite impressive, the pic not... all we get to see is a simple (stencil shadowed?) scene built from some primitives... where all the features you mentioned kick in here, except for the shadowing?


November 29, 2001, 02:05 PM

And ... errr... is it Lara Croft? ;)


November 29, 2001, 02:08 PM

Really cool engine.
How long did it take you guys to write this engine?
I would do a level editor as a complete project, but here it's just one of many features of your engine;)

BTW, what does FFD mean?

Ohad Eder Pressman

November 29, 2001, 02:13 PM

something's fishy here


November 29, 2001, 02:25 PM

She's naked!

S. Orgaz

November 29, 2001, 03:00 PM

Yes, there are. In a GF SDR ( yes, the original ) at 30FPS with DX8 Debug version.

S. Orgaz

November 29, 2001, 03:02 PM

Well, I want to use it in a comertial game. We are searching for a producer for an adventure game.

S. Orgaz

November 29, 2001, 03:03 PM

I used a GF SDR with DX8.1 in debug mode. The program is also in debug mode, without any optimization.

S. Orgaz

November 29, 2001, 03:04 PM

At the moment of the shoot, I had a GF SDR with Detonator 21.81, with the driver option "Display NDividia logo", sorry...

S. Orgaz

November 29, 2001, 03:05 PM

Yes, sorry... I am not a good artist...

S. Orgaz

November 29, 2001, 03:06 PM

Well, we are a game developer group with project, but without a productor. Inferno is my 3d engine.

S. Orgaz

November 29, 2001, 03:07 PM

Yes, i am using stencil shadow volumes.

S. Orgaz

November 29, 2001, 03:07 PM

FFD is a special kind of deformation. In 3dsmax, is used for soft bodies.

Manuel Astudillo

November 29, 2001, 03:16 PM


yes I agree with Ogotay. I dont see any of the features of the engine in the picture. And I dont thing that stencil shadows should be used in geforces anyway...



S. Orgaz

November 29, 2001, 03:17 PM

It takes me 4 years of development... And i am the only programmer for it.

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