Terminal Reality also recently hired industry veteran Marius Ulsamer, formerly of Threewave Software as their new network architect. Ulsamer's longstanding technical programming experience will undoubtedly take the Infernal Engine to the next level.
"2009 was an amazing launch year for the Infernal Engine," said Joe Kreiner, VP Sales and Marketing at Terminal Reality. "The Infernal Engine is hands down the best cross-platform game development platform available, and these technological updates, as well as the hire of industry veteran Marius Ulsamer, make it an even better choice for developers and publishers big or small. We’ll continue to invest heavily in our technology all throughout 2010."
In addition to extensive lighting, animation, and networking improvements Terminal Reality is able to show the ease of which the Infernal Engine can support new platforms, by optimizing for Intel's Core i7 980X. Fully multi-threaded, the Infernal Engine is able to scale physics performance linearly with the six-core,12-threaded CPU. Those interested should attend Infernal Engine’s Game Developers Conference (GDC) sponsored physics session Thursday, March 11 from 4:30-5:30pm (Room 302, South Hall).
Having undergone a significant technological upgrade, the animation system will benefit from hierarchical animation state graphs, extensible node-based GUI improvements for animation, sharable full or partial state hierarchies, partial hierarchy blending, animation source re-targeting, multi-platform multi-threaded posing, immediate state preview while editing, custom animation events, custom user data for events and animations, and an integrated character runtime with physics, events, and posing.
Lighting system improvements to the Infernal Engine include console-friendly screen space ambient occlusion, realistic global illumination of both indoor and outdoor scenes, dynamic sunlight/moonlight shadows for massive outdoor environments up to 25 square miles, and class leading dynamic object lighting. Additionally, the Infernal Engine now supports per pixel motion blur for Hollywood style CGI effects.
The Infernal Engine easily scales between systems whether developing for the Xbox 360, PlayStation 3, the Nintendo Wii, PlayStation Portable, and PC. In addition to being a top notch development platform, the Infernal Engine comes with best in class support and a streamlined content pipeline to maximize productivity. Terminal Reality will be showing the newly upgraded Infernal Engine to interested developers and publishers at the Game Developers Conference (GDC) in San Francisco, March 9-13. Companies interested in the Infernal Engine licensing information can visit www.infernalengine.com or email firstname.lastname@example.org with a demo request.