[img2=left]
http://boards.polycount.net/images/features/infernal.png[/img2]Today Terminal Reality Inc. announced the
Infernal Engine, some new technology they're rolling out for the masses. While you need to be a licensee at this point to get your hands on it, the list of features and improved workflow is worth the mention.
I wanted to write up more about this as I got the chance to use it for the better part of 2008 and I think the game art community would love this engine, but I cannot confirm if it will ever be available for public use. Which is a shame, the work-flow is pretty damn fluid.
So in the mean time, check out this list of rendering features, then click the logo above if you'd like a more comprehensive list of features for the Infernal Engine.
Key Rendering Features
- Multi-threaded to maximize multi-processor technology on next-gen hardware
- Takes advantage of all PLAYSTATION®3 hardware
- Scalable to the Wii® and PSP® platforms
- Indoor/outdoor global illumination with real-time soft shadows
- Directional radiosity lightmaps and cubic environment lighting probes
- Per-pixel lighting
- Relief mapping
- Global water effects
- Fully integrated next-gen TRIfecta® particle system
- Programmable material system allows for maximum artist creativity via graphical node-based editor
- Split-screen rendering support
- Portal visibility
- Background streaming geometry and textures
Replies
I covet yer girlfriend. Get her drunk and deliver her to me.
Also, the folks at TRI are pretty darn cool. I wish Mark Randel and everyone else lots of luck with the engine.
How's this relevant? I mean, will it speed things up if its left to right?
We read left to right,so I understand that point of view. However, with the Right to Left approach you get the immediate feedback of the texture on the left side. So your natural instinct goes to the left first to see the results, know what I mean? Off, what a silly discussion to be had!** :P
I think you've been editing Materials left-to-right in notepad (re: Source) for too long fella! haha
**Happy to contribute!
I have spent plenty of time with the particle editor, and helped in getting features to make it artist friendly. Nearly anything is possible using TRIfecta. Wait till ghostbusters comes out, you'll see some fantastic fx.
I'm sure you're glad I pointed this out to you before the angry masses showed up, pitchforks and all.
This looks pretty nice, guys. How's the usability? I haven't checked the entire website yet (it's going very slow for me, at the moment.), but does it do things like automatic texture updating (like max)? How easy is the process of importing new stuff, working with modular stuff etc.?
edit:also, any chance to get a look at better screenshots? The ones on the website are tiny and sharpened to high heaven.
site is slow though
DICE is just starting here and lots of good press and meetings have come from this announcement. Sorry for the slow site it has been pounded and is not on the best host!
Far as usability goes I will be making and releasing several videos over the next several weeks to show off some of the tools! Pricing is very reasonable feel free to contact the email listed or message me.
-Ryan
Talked to the web programmer, got that fixed. RSS now available.
I prefer the title Web Developer, Mr. Bag. Occasionally Information Architect when I'm feeling pretentious.
My workflow when I'm texturing is to set up actions in photoshop that save over the texture used in game.
Usually after uv mapping and doing the diffuse for my model in Max, I export and import the model into our engine as a simple model.
I look at my model in engine and hit 'X' to refresh the textures as I work on the specular, normal, aocc, and any other map that might be relevant to the shader for my character.
this engine is very easy to use.... set down and was able to do basic functions in just a few hours like adding lights and such .:)
I love the engine. Its so easy to use... I'm scared to leave TRI and use a different engine.
Sorry for the late reply on this one, just got back from DICE.
I am unsure about the "Modding" editor, as it is now our main focus is consoles and all our current lineup of games do not really lend to "modding". I have a feeling eventually we might release out an "artist" version of the editor so you can use it to view some of your personal assets in the engine.
As far as demos we will be hitting GDC pretty hard with a session where we will be showing off our tools and pipeline. Also we will be having a few private rooms at the event to be holding demos!
-Ryan
I love internet-commenters. They fire up my hate-engines, and secretly I do love to hate.
Default title screen music filename is still called "SEX" right? either way, this is sex.