News

Infinity is a massively multiplayer online game set in a futuristic persistent universe. Players can discover a huge galaxy with billions of planets and can explore, combat, trade, socialize.. the possibilities are endless!

To read more about what Infinity is, read the overview.

If you have questions or comments, you can post them on the discussion forums

This section lists all the recent news by date:

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Modeling challenge #1 (Sun May 25, 2008 5:33 pm) by InfinityAdmin - 8 comments


The results for the first modelling challenge, Prisons, have been announced. Sparlin is the winner, closely followed by Bahamute.Kickman. For more details, please see this thread:
Modeling challenge results
We will try to organize similar challenges on a regular basis.

Steve Breslin, our storywriter, has announced the release of an historical text from the Infinity universe. Don't forget to check it out !
Origin and Exodus

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I woke up... (Wed Apr 02, 2008 10:28 am) by InfinityAdmin - 44 comments

Yesterday's news was obviously an April Fool's.. But like last year, a lot of people thought it was true. I must say, posting it in the 31th didn't help, but in the GMT timezone it was near midnight and I didn't want to wait another 12h to post it, which would have been in the middle of the 1st April day for me.

The werewolves comment was a funny reference to this thread, but you had to follow it to understand it.

Rest assured that I have more backup copies than just 4.

Most of the events that I described had a part of truth ( yes, including the cops chasing the thiefs in the woods at 3 am. This really happened ). The timing was not though. The probability that all of that happened the same day, on April 1, is ridiculously low. I'd rather win at lottery.

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IBL: Incredibly Bad Luck (tm) (Mon Mar 31, 2008 10:28 pm) by InfinityAdmin - 77 comments

Unfortunately, I have a bad news to announce.

Sometimes, things that you thought would never happen, do happen. Today, I learned it the hard way.

I'm a pretty paranoid developer. I always keep 4 copies of my work, as backups, in case something happens. In the worst case, only a few days or weeks of work can be lost. Unless.. fate decides otherwise.

When I waked up this morning, I had a bad surprise. My home computer's external USB drive, which I had for 3 years now, had died. I was storing all the Infinity source code and data files on it. Fortunately, I had a backup. Every few days I transfer that backup to my work computer, which is in a different physical location ( in case my appartment burns, or a horde of werewolfs invade it, or something.. ). My workplace is in Brussels too, but unless a nuclear bomb explodes on Brussels, that should be safe, isn't it ? So since I had many backups, I wasn't too worried. Except...

When I arrived at work this morning, I found that everybody was already here, and in a great panic. Apparently, during the night some thiefs broke in our offices, and since they weren't too tech-savy, they didn't steal the most expensive hardware, but they went directly for our work computers. The bastards! But the most funny thing is, during the night, the office concierge saw some suspicious movements and called the cops. They arrived soon after, and chased the thiefs in the woods. Those last ones probably couldn't escape with all the stolen material, so they threw it away over a fence, to run faster. I don't know if they were finally captured or not, but what I do know is that my computer, on which there was the backup, is badly broken. But fear not! I still have backups. So I still wasn't too worried ( although a bit confident than the first time. It really smelled fishy ). Except...

I also have a backup on my pocket USB drive. It's only 1 GB, so I don't backup as often as on my other computers. A few weeks of lost work, too bad, but not catastrophic either. So I looked in my appartment for the USB key, I was pretty sure I had it in hand a few days ago, but couldn't find it.. until I realized it stayed in my trousers. And I had just washed it yesterday. Guess what ? It didn't survive either.

By now, I was really in panic. But I still had one more chance. One last backup, a .zip archive of the whole project. The one I upload every once in a while on my US server.. in case of a problem ( asteroid fall ? ) in Brussels. So I was saved. The chance that the US server had died during the night was just.. zero.

And I found my file back ! Ouf. Saved. So I quickly copied it to one of my hard drives ( one that didn't burn ), and started to decompress it. A dialog popped in. Please enter the password. Ah, true, it was password protected, of course. But what was the damn password ? No way to remember it, I always choose passwords that are a random mix of weird symbols. But I had noted this password somewhere.. in a file. Where was that file again ?

Then I started to cry when I realized. You see it coming. The file was on my USB drive.

...Tomorrow will be another day, I'm sure it was a nightmare, and I'll wake up..

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Happy New Year! (Tue Jan 01, 2008 11:47 pm) by InfinityAdmin - 32 comments

I would like to wish a happy new year to everybody. Hopefully 2008 will be "the" year of Infinity, and we are hoping to have a small part of the game done and playable for alpha testing by 2009. Stay tuned!

In other news, Steve Breslin has joined the dev team as the new story/background writer. He works as a teacher at the university of Buffalo. We hope that he will be able to bring the storyline to a whole new level, and give it the life and the quality that a game such as Infinity deserves.

We are also still looking for a volunteer to texture all the spaceships in the medium/large size category. Using simple mapping methods and existing texture packs, it's mostly an easy ( but relatively boring ) "modeler" job, not requiring any particular knowledge/skills in actual 2D texturing/painting. 3ds max 7 or above is mandatory and you need to be proficient at it, due to the way we "post-process" the models in our art pipeline. If you are interested, please contact me or leave a message in the contributions forum. Thank you.

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The Art of Infinity (Sat Nov 03, 2007 4:52 pm) by InfinityAdmin - 15 comments


We are proud to release the Art of Infinity, a gallery dedicated to collecting artwork and contributions made for Infinity.

Art of Infinity

It will also be useful to organize and track the status of all the contributions. It's also the best place to hunt for free concepts if you're willing to help us in modeling or texturing.

For more informations about how the Art of Infinity is organized, please refer to this thread on our forums:

How the gallery works.

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Contributions design document release (Sun Sep 30, 2007 7:35 pm) by InfinityAdmin - 2 comments


A new version of the Infinity contributions design doc has been released. It contains the latest artwork specifications ( 65 pages ) and all the guidelines about modeling and texturing, plus some texture packs and tutorials for contributors. You can get it here:

Contributions design doc.

I also want to remind everybody that only major news are listed on the website; for regular updates about the development of the project, please prefer to follow the development's journal on the forums.

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Release of the timeline/exegesis (Sun Apr 29, 2007 3:23 pm) by InfinityAdmin - 106 comments

"It was decided in turn that those individuals whose body and mind most exemplified the fundaments of Harmony would be elated to a special status among the Centaurus. The Atriachs they where called, chosen rulers six times six in number, and charged with the duty of leading the Centaurus civilization by virtue of their wisdom and courage. Thirty six men and women stood aligned beneath the heavens, each six appointed to a star. Together they formed The Circle of the Empyreal [COE]."

This is an extract of the latest version of the timeline and exegesis written by Dyoto. The exegesis is a collection of short stories describing particular events of the timeline. Betelgeuze has produced an illustrated PDF that you can download here:

http://www.fl-tw.com/Infinity/Media/Docs/Timeline&Exegesis.pdf

Note that this is not a final version of the timeline, and is still subject to potential changes and fixes.

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A new developer (Wed Apr 11, 2007 5:49 pm) by InfinityAdmin - 40 comments

We are happy to welcome Kristian ´spAce´ Ĺgrén to the development team. If you follow the work submitted to the contributions forum, you've probably already seen some of his very high quality work, including a generic textures pack, many turrets models, the Kasparov ship, and even some musics.. we all feel he will be an invaluable addition to the team. He will also be helping out on the mapping and texturing of some of the bigger ships.

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April Fools! (Mon Apr 02, 2007 1:21 pm) by InfinityAdmin - 23 comments


Yesterday's news was an April Fool's. I was hesitating to publish it since I thought it was too obvious and would not fool anybody, but apparently I was mistaken. As incredible as it sounds, many people felt for it, and I even received some hate mails ( "I'm no longer interested, the game will suck now, I'm leaving.." ). Despite the title ( something fishy ), despite a feature list close to Eve Online's one, despite the reverted races names, and even despite the new name joke ( Adam offline vs Eve online )... note that the goal was not to attack Eve online, for which we have the deepest respect, but simply to tease the minority of people who constantly accuse us of trying to "clone" their game, like it was the only space game ever released.

In other news, Betelgeuze produced a special "April Fools" patch for the combat prototype. You can get this patch here, and see some screenshots in this thread.

Koshime has produced a high-resolution wallpaper version of his amazing latest concept art.. Check it out here!, if you haven't done so already.

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I smell something fishy.. (Sun Apr 01, 2007 12:09 am) by InfinityAdmin - 71 comments

Warning: the following was our April Fool's joke - apparently a few people have fallen for it, so I must add this disclaimer. It should not be taken seriously!

Dear community,

This is with great sadness that I must announce a bad news ( sort of ).

We have decided to review the promised features list and to cut some of them to be able to complete the project in a realistic time frame, and to differenciate us even more from the competition. The following list is not exhaustive, but here are some of the most important changes:

- the game will no longer be a MMO, but exclusively solo.
- planetary landing is removed, it was all pre-rendered in Terragen and would look crap in real-time anyway.
- in order to keep performance up, it will no longer be twitch based, but play as point & click. Newtonian physics is overrated and playing the view upside-down is dangerous for your mental health anyway..
- the game will now be wholy jumpgate-based. We thought that the freedom of the previously-planed hyperdrive would confuse newbies too much.
- we'll remove collision detection.. nobody likes to bump into objects.
- there will only be around 5000 star systems, and not a full galaxy. They will only feature one sun and a couple of random planets, and they won't be moving on their orbits anymore. It was causing too many designs problems (what if you were taken in sandwich between two colliding planets?).
- you will no longer be able to acquire a station, a city or a planet. You will never have enough credits to afford those, so it was wasted time to implement them.
- we'll introduce a system of races and skills to make the game more interesting, because we all know that a game without those will be boring. 5 races will be available: the Rrama (directly inspired from A.C.Clarke of course!), the Iradlac, the Etnellag, the Evoj and the Ratamnim.

To reflect those changes, we also decided to rename the game. We have settled on a new name.. let's all wish a warm welcome to "Adam Offline" !

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New community manager (Sat Mar 03, 2007 12:20 am) by InfinityAdmin - 28 comments

I would like to wish a warm welcome to Richard Woods ( aka Crayfish ) as our new community manager. Rich will answer basic e-mails, players questions/support, contact websites for promotional purposes and generally, handle PR ( public relationships ). His e-mail address is support@fl-tw.com, but if you send your e-mails to infinity@fl-tw.com as before, I will forward them to him if he can answer them directly.

Note: You should continue to use infinity@fl-tw.com as the main contact address for anything that is development, business or technical/engine related.

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Server downtime tomorrow (Tue Jan 30, 2007 11:36 pm) by InfinityAdmin - 19 comments

As you might have noticed, we are currently experiencing server issues. The website is getting more and more popular, and is consuming too much resources for the current server. We will be moving to a new server soon, so expect some downtime ( maybe up to a few hours ) tomorrow. Thank you for your understanding.

Edit: the move has been delayed to next Monday.

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Moddb's MOTY awards (Sat Jan 27, 2007 1:05 am) by InfinityAdmin - 34 comments


Finally, the results of the Mod of the Year Awards ( hosted by moddb.com ) are here! Infinity received the following awards:

- Editor's choice for the most anticipated standalone game of 2006
- Honorable mention for the player's choice of the most anticipated mod of 2006 ( includes all kind of mods, not only standalone games ).
- Player's choice for the standalone game of the year category - we received the highest number of votes, but are ineligible for a prize due to the fact that Infinity isn't released yet.

A big thank you to all the people who voted for us, and for moddb.com for hosting this contest ! to view them.

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New "fleet" renders (Thu Jan 25, 2007 2:17 pm) by InfinityAdmin - 165 comments

We spent a few days to generate new renders of all the ships that have been modeled for Infinity so far ( official developers or normal contributors ). So far, a total of around 65 ships (small, medium or large) and vehicles. The renders show the relative scales of those ships, and come in three versions at different zooms ( notice how the small ships appear as dots in the bottom area of the larger renders ):

Large ships
Medium ships
Small ships

A few of those ships are still a work in progress and are lacking details, and they're of course not textured yet. Also note that those ships won't necessarily all make it into the final game, our final decision will depend on the quality of the models and their coherency / style.







Koshime's version can be seen on the moddb.com gallery.

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ICP 2 Corp Wars event (Wed Jan 10, 2007 11:42 pm) by InfinityAdmin - 6 comments

The second Corp Wars event will start in a few days, on the 12/13 January, and will take place in the latest version of the Infinity Combat Prototype. If you are interested in participating, please check the following thread on the forums:

http://fl-tw.com/InfinityForums/viewtopic.php?t=2934

A patch ( 2.2 ) will be available with minor fixes ( crash bug on Nvidia 8800s fixed, a dedicated server, additional server commands as well as the possibility to select the team you want to join ).

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ICP 2.1 Video trailer (Sun Dec 17, 2006 4:18 pm) by InfinityAdmin - 14 comments

A new video trailer made by Kaboom22 has been released, showing off the Infinity Combat Prototype 2.1. You can view it here:

on Youtube
on Google videos

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ICP 2.1 release ! (Sat Dec 16, 2006 12:25 am) by InfinityAdmin - 58 comments


Finally, it's here! The new version of the Combat prototype 2.1 has been released. Compared to the old 1.1 version, it brings the combat prototype to a new level. There are too many changes to list, but the main ones are new shaders, textured ships, new ships, dynamic / moving A.I.-controled ships, auto-aiming turrets, missiles, mining, a new shield system, and much more..

Head over to the combat prototype 2.1 webpage for instructions on how to play and how to download it. Keep in mind that it's just a combat prototype, so as before, do not expect planetary landings: the gameplay is still team vs team based in a small battlefield.

In other news, Infinity has reached one million website page hits a few days ago.

Finally, moddb.com is currently running a contest for the "mod of the year". While technically Infinity isn't a mod, there is a standalone category. If you like what we're doing, don't forget to visit our moddb.com profile and to vote for us !

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A few changes to the dev team (Mon Sep 25, 2006 11:00 am) by InfinityAdmin - 32 comments

JoeB has left the development team to concentrate on his university studies. Wish him luck ! But don't be afraid, he'll stay around and continue to work on Infinity, just at a less steady rate. Kaboom22 has joined the dev team to replace him and will continue his work as a modeler. See his recent work on the Galactos-class carrier for example. Two other people ( names undecided yet ) will get added to the dev team in the upcoming weeks too.

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Infinity: one year anniversary! (Thu Sep 14, 2006 10:00 pm) by InfinityAdmin - 23 comments



That's right ! The website has been opened for one year now ( give or take a few days ). Of course, the development on Infinity started well before, but it only became serious in September 2005 and a few months later, when the contributions forum was created.

A few statistics on what happened in this past year:

- 665,000 visits to the website ( excluding the forums of course )
- busiest day was the 2006/06/22 with 22,562 visits
- 52% of the visitors use Firefox, and 34.7% use IE6.
- most visits ( 39.1% ) are from England; 24.9% "only" from the USA.
- unsurprizingly, 84.3% people use Windows XP, 5.1% Win2K, and 2.5% Linux.
- 30,694 articles were posted on the forums, and 1,868 people registered.
- contributors and devs have finished around 25 models ( ships, stations ) and many guns/turrets/props. Few of them are textured though.
- countless sketches and paintings from Koshime.
- i have written around 100,000 lines of code in this past year - but don't quote me on that, it's just a gross evaluation !

Main developments during that year:

- planetary prototype integrated to the engine in end-2005 ( including texturing, heightmaps generation, starfield, atmosphere shaders, terrain level-of-detail, procedural texturing, etc.. ).
- work on the rendering engine ( anisotropic lighting, shaders, cube maps reflections, shadow mapping tests )
- development and release of the combat prototype ( took 3-4 months ) and "consolidation" of the engine
- procedural nebulae
- and recently, high-dynamic range render pipeline and work on cities.

Future developments in end 2006-2007:

- completing the engine in the coming 6 months. Includes improving the planetary engine, adding vegetation, volumetric clouds, water rendering, and various effects
- in parallel, integrating the basics of the combat prototype into the game ( flight, collisions, physics, controls, GUI ).
- getting the basic gameplay running in mid-to-end 2007: FTL travel system, docking in stations/cities, fighting, buying/selling goods or equipment, and maybe having a basic generic missions generator.
- advanced gameplay from end 2007 and during 2008.

To read news about the recent developments, please check the Developer's journal on the forums. A video of a city prototype with high dynamic range and dynamic shadows has been posted.

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Nebulae and various news (Tue Aug 22, 2006 7:58 pm) by InfinityAdmin - 7 comments


I've seen on various occasions some people complain about the lack of news, which is a surprise for me since Infinity has one of the most active / open developments out there. So, in case you aren't aware of it, i just want to remind you that the development journal is updated frequently ( up to a few times a week ) and that the news section is reserved to publishing major updates.

In other news, the nebula prototype is almost ready and i will soon move on to working on other features ( planetary engine, cities, vegetation ). A short video ( 4 seconds ) of the nebula recorded in real-time can be downloaded here. Note that nebulae are fully volumetric.

I also want to remind everybody that we are still looking for active contributors ( the more the better ), especially in the modeling and texturing areas. If you have the skills, please have a look at the contributions forum. Thank you.

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Combat prototype, patch 1.1 (Mon Jul 31, 2006 10:38 pm) by InfinityAdmin - no comment

Many people reported problems to run the combat prototype version 1.0. Most of the time, this is coming from a lack of OpenAL 1.1 drivers; some people also seem to get a network bug called "Invalid RTT". Both of those should be fixed in the combat prototype 1.1 patch, to be installed in the same directory than the full 1.0 install.

If you do not have one of the two above-mentionned problems, 1.1 is optional and will not change anything for you.

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Combat prototype 1.0 release (Thu Jul 27, 2006 11:07 pm) by InfinityAdmin - 22 comments



The final version (1.0) of the combat prototype has finally been released. The combat prototype is not an "alpha" of the game, but a completely independent game used to test the engine and some systems like networking, physics, controls, etc.. and to keep players busy for a little while.

The combat prototype is publically available and can be downloaded on its dedicated webpage. Special thanks to all the other developers and contributors without whom this combat prototype would have never come to life.

Screenshots of the prototype have been uploaded onto the Media page.

A trailer contest has been organized on the forums last week, and the winner is Kaboom22. Also worth of mentionning is Mcclane who didn't make first, but well deserved his second place. Those trailers can be seen on the videos page. For people who prefer direct links, the low quality version of Kaboom22's can be seen on Google Videos.

This version of the prototype now supports wide-screen, as can be seen on this photo. Kaboom22 (him, again!) has a nice config :) I'm jealous.

The combat prototype is now considered done and will not be expanded (except for minor bug fixing). The next step is now to finish the Infinity engine (I-Novae) by implementing vegetation, cities, volumetric clouds, and of course to develop the gameplay.

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Website updates (Fri Jun 02, 2006 1:57 pm) by InfinityAdmin - 7 comments



A lot of effort has been invested by the developers and the contributors into the production of concept sketches and 3D models during the past two months, so i've collected some of the best work i could find on the forums and updated the website's Media section with three new pages of artwork, for a total of:

- 36 concepts,
- 20 3D renders, and
- one large-size poster made by Koshime some time ago for a PCGamer-Sweden article.

I've also posted a picture showing off the relative size of some ships compared to each other.

The next patch of the combat prototype (0.4) should be available in a few days or early next week, and will contain additional content ( new ships, high resolution sky boxes, etc.. ), bug fixes, gameplay/balance fixes, and some new special effects ( particles, explosions ).

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Space combat prototype, new test (Fri May 12, 2006 7:01 pm) by InfinityAdmin - 6 comments

The space combat prototype has been released last sunday, and has been a half-success, half-failure. Despite the delays, the frequent crashes and the server disconnections, a few people were able to play and have fun with the game. If you are curious to see how it looked/played, head over the Screens and videos thread on the Testing forum.

A new major version ( with more in-game content ), along with a few surprises, are going to be released next sunday ( 14th May 2006 ) in the evening around 7 PM GMT. This next version should be a lot more stable than the previous ones, so if you didn't get to play yet, this is your chance.

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Space combat prototype release (Sun May 07, 2006 10:07 am) by InfinityAdmin - no comment

The space combat prototype is scheduled for release today, at 3 PM GMT. Instructions to download the client and more informations will be posted on the newly-opened Testing and Feedback forum. Keep in mind that the combat prototype is not the game; its goal is to test a few sub-systems, stress the physics and networking, and see if the twitch-based gameplay works well. Expect the worse ( bugs, crashes, etc.. ).

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More screens of planets textures (Fri Mar 24, 2006 11:54 am) by InfinityAdmin - 31 comments


I have taken a new set of 8 screenshots showing off the texturing work of Betelgeuze on Post-Gaian, Selenian and Ymirian planet types. Head over to the media section, page 1 to view them.

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Website update and other news (Mon Mar 13, 2006 10:55 pm) by InfinityAdmin - 1 comment



Thanks to Quer, the website has seen a major overhaul. It is now XHTML and CSS standards compliant and loads faster. Koshime, a talented concept artist with whom i worked on a few projects ( along with Shawn ) in the past, has joined the team. His duty will be to amaze you all with his fantastic sketches, blueprints and paintings.

More of his work can be seen on the forums or on the newly added Artwork media section. A contributions forum has been created for the community and for people who want to create 3D models. Their best work will also be published in the artwork section regularly, and all my thanks go to them for putting their heart and soul into these works.

JoeB has completed his hunter model (still untextured) and has started to work on a new battleship. Kaboom22 is well on its way to completing his interceptor model. The F.A.Q. has been updated with a whole new set of questions/answers.

The other major news is the upcoming release of a new prototype focused on real-time action ( combats in a small arena ), this time opened for early testing to the public. Head over to the official thread on the forums to learn more about it.

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News page comments added (Thu Feb 23, 2006 12:03 am) by InfinityAdmin - 7 comments

I have added the ability to comment the news. A link to the forum topic and comments is now displayed on the news page in the top-right corner of each news. Please let me know if there is any problem.

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Expanding the team (Tue Feb 21, 2006 11:40 am) by InfinityAdmin - 19 comments

I would like to welcome "officially" two new people to the development team: JoeB, who's successfully completed his first 3D model ( a light frigate ) and who will be working on more models; and Russell Morahan ( Dyoto Orion ) who will work as a storywriter. His goal will be to develop the storyline, the game universe, its history and write descriptions and quests to be used later in-game. Welcome guys!

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Moddb.com interview and new video posted (Wed Feb 15, 2006 11:26 am) by InfinityAdmin - 2 comments




An interview has been published on moddb.com, along with a new set of exclusive pictures and a new video showing off the space station made by Shawn Sullivan, with the new shaders. I have also posted 8 new screenshots on the media page. Here is a short sample of the interview:

How will inter-character communication and interaction work? Will players just keep accepting missions from post boards, like in Freelancer?

It will be more advanced than that. In-game bulletin boards will be the central system; players will be able to accept missions given by NPCs from it, but also post themselves missions that other players (or even NPCs) can accept. Templates will be available to avoid abuses. Players will be able to exchange, buy or sell goods safely in stations or even directly between each other in deep space (at their own risks). Global and private chat will of course be present. Corporations will also be an important part of the game.

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100,000 page views (Thu Jan 26, 2006 10:18 pm) by InfinityAdmin - no comment

Today, the limit of 100,000 page views has been hit. I would like to thank everybody for their support. I am planning to release a new video to show off the space station in the coming 1 or 2 weeks, so stay tuned! And do not forget that you can follow the development from day-to-day ( often with exclusive pictures ) in the development journal on the forums.

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Space station screenshots (Fri Jan 13, 2006 9:47 pm) by InfinityAdmin - no comment


Screenshots of the first space station, modelled and textured by Shawn L. Sullivan, have been posted on the media page. Note that this is a work-in-progress, and that the final station will be more complex and have better textures. The station is rendered in the engine with per-pixel lighting, bump mapping, specular lighting, self-illumination and ambient occlusion. In the future, i plan to implement dynamic shadows and cube map reflections. This should give you an idea of the quality we are aiming at in the game.

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Web site minor update (Thu Jan 12, 2006 11:22 am) by InfinityAdmin - no comment

Thanks to Starbrow, i have updated the web site with a new header image, and modified the layout of the menu a bit. Some details and content has been modified here and there, too.

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Planetary engine video released (Wed Dec 21, 2005 12:01 am) by InfinityAdmin - no comment




I've finally released the promised video showing up the planetary terrain engine with seamless landing / take off. This video is a bit long ( 4 minutes ), but it shows the latest status of the Infinity engine. This is a major step in the project. A lot still has to be done, of course, but i'm now going to focus on the user interface and gameplay, and will develop in parallel other features for the 3D engine ( volumetric clouds, reflective water, vegetation ). In January, i will also be working on the rendering of the space ships/stations, if the first models are ready by that time.

The video and four new screenshots can be seen as usual on the media page.

Finally, i'm leaving for Christmas holiday tomorrow, so do not expect any major work or news in the coming two weeks. Merry Christmas to everybody, and happy new year. Expect a lot of news and surprises in 2006 !

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Detail textures (Sat Dec 10, 2005 12:26 am) by InfinityAdmin - no comment


A new set of screenshots have been posted to the Media page. They are showing the recent progress on the detail textures for the planet's surfaces.

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Panorama video (Tue Dec 06, 2005 11:36 pm) by InfinityAdmin - no comment

A few days ago i promised to post a video showing seamless planetary transitions. It's not ready yet, but to make you patient until i fix all the bugs and implement detail textures, i've uploaded a small "teaser" video: a panoramic view of a valley, surrounded by mountains.

Get it here ( 3.7 Mb DIVX4 )

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Progress update, and new screenshots (Thu Dec 01, 2005 8:09 pm) by InfinityAdmin - no comment




Time for a small progress update!

I'm currently finishing up the integration of the terrain engine; this should be done in a few weeks. Most of the work remaining involves fixing bugs, solving quality artefacts in the terrain engine ( like seams in the textures ), tuning the performance, and improving the shaders. Once this is done, i will post a new video demonstrating the planet engine with seamless surface landing, and "infinite" zoom.

Until then, i'm posting four new screenshots ( that regular forum members have already seen, sorry! ) in the media section.

I am also forced to remove all the screenshots and the video showing the space station. I've followed a few discussions on some other communities/forums, and the general trend is that people do not understand why i'm using a copyrighted model. The hard truth is, i found this model by randomly browsing some models in the public domain, liked it, and thought about using it to stress test the engine ( better than using a half-million polygons cube, isn't it ? ) until i got the proper art in. As i'm no Star Trek fan and had never watched Deep Space 9, i didn't recognize the model until the first criticals appeared. I should have taken it down before but never thought it would generate such a controversy, so i apologize for that..

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Two new wallpapers (Tue Oct 18, 2005 1:19 pm) by InfinityAdmin - no comment


By popular request, i have posted two new wallpapers on the Media page.

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Another set of screenshots (Mon Oct 17, 2005 4:29 pm) by InfinityAdmin - no comment


I have posted a new set of four screenshots, that can be seen as usual on the Media page. They are showing off various sunsets, and the new version of the starfield.

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Four new screenshots, and a video (Fri Sep 30, 2005 10:23 am) by InfinityAdmin - no comment


I have posted four new screenshots of the terrain prototype, and a video showing the detailed textures when you're flying close to the planet's surface. All of them can be seen on the Media page.

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Official forums opened (Thu Sep 29, 2005 4:01 pm) by InfinityAdmin - no comment

The official forums are now opened. You do not have to register to post, so feel free to leave comments or questions.

Official forums

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Terrain texturing prototype screenshots (Wed Sep 28, 2005 1:32 pm) by InfinityAdmin - no comment


This week, i've been working on a new terrain texturing prototype. Generating textures procedurally on-the-fly on the video card's pixel shaders, i can achieve a unique, detailed look everywhere on the planet surface.

However, remember that this is only a prototype. Many features are missing (vegetation, clouds, haze, etc.. ) and will be implemented later.

More images can be seen in the Media section.

A bar...
One week after: first feedback (Thu Sep 22, 2005 1:49 pm) by InfinityAdmin - no comment

So, it's been approximately a week since the website has been opened. Thanks to gamedev.net, i've been featured as the first image of the day, and have reached close to 10 000 page views.

I'd like to comment about three points often returning:

1. The DS9 space station: is only a temporary test model i've found on the net. It will shortly be replaced.

2. The starfield: a lot of people like it, but it seems like many others would prefer a more realistic, black space. Rest assured that not all the game will be like that. Depending on the distance to the core of the galaxy, space will be more or less dark. At large distances like our solar system, it will look pretty realistic. Maybe i can also add an option to disable the "artistic" starfield.

3. The scepticism: i completely understand (and expected) this. It's a big, ambitious project, and honnestly it might never see the light of the day. But i'm no beginner in programming, so hopefully it won't stay vaporware for too long.

Also note that on the media page, the screenshots are showing flat planets; this is because the terrain prototype has not been integrated yet. That's what i'm currently working on.

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Minor website fix (Thu Sep 22, 2005 11:00 am) by InfinityAdmin - no comment

This news page had a small problem when viewed with Firefox; the image and text of the first news appeared in a scrolling area. Hopefully this is now fixed.

A forum should be opening soon.

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Website launched! (Tue Sep 13, 2005 11:35 pm) by InfinityAdmin - no comment


I am happy to officially open the website for Infinity, my futuristic, Elite-inspired MMO game. It is still early into development for at least one or two years, but i will try to keep it updated as often as possible. In the mean time, discover what Infinity is by browsing this website. The media page already contains 20 screenshots and one video. Enjoy!

A bar...