To Be Continued... 3Dfx Graphics Demo (1999)
Friday, April 2, 1999
By: Matthew Doucette
(Xona Games was formerly known as Saw Tooth Distortion.)


"To Be Continued..." was my April 2nd, 1999 contribution to the demoscene.  It was released under's former name, Saw Tooth Distortion.

It was first presented at Acadia University in April 1999 for my COMP 4983 final project.  I coded it and Jussi-Matti Salmela (better known as Elwood) composed the musical score.  The soundtrack is Elwood's "Sick On Monday".



Download To Be Continued... (2 Parts)

Part 1 of 2:

To Be Continued...
(Actual demo)
(3MB size)

Part 2 of 2:

zeckensack's Glide wrapper
(Glide wrapper; Required unless you have an ancient 3Dfx Voodoo 1 or Voodoo 2 graphics card installed, doubtful.)
(Link takes you to Rolf Neuberger's "zeckensack" page; download his latest glide wrapper from there.)


"To Be Continued..." was coded for Voodoo 1 or Voodoo 2 3Dfx cards.  A Glide wrapper (or 3Dfx wrapper) is required unless you have a Voodoo 1 or Voodoo 2 3Dfx graphics card installed (doubtful).  We suggest Rolf Neuberger's zeckensack's Glide wrapper, linked above.


Coding Details:

All coding was done in Microsoft Visual Studio C++ v5.0 with the 3Dfx Glide v2.x API.

A note about Glide:

"Glide is not a full featured graphics API such as OpenGL, PHIGS, Autodesk CDKTM, or DirectX. It does not provide high level 3D graphics operations such as transformations, display list management, or light source shading. Glide specifically implements only those operations that are natively supported by the Voodoo Graphics hardware. In general, Glide does not implement any functions that do not directly access a Voodoo Graphics subsystem's memory or registers." - 3Dfx

This means is that you have to understand 3D graphics and algorithms to program 3D effects in Glide.  Basically, only the inner code of a two-dimensional 3-sided polygon rendering procedure is performed by the graphics card for you.



Screenshot descriptions, in order: 1) Flat Shading, 2) Specular Highlights / Gouraud Shading / Texture Mapping, 3) Environment Mapping / Gouraud Shading, 4) Object Wave / Gouraud Shading / Texture Mapping, 5) 3D Parameterization / Environment Mapping / Gouraud Shading, 6) Phong Shaded Specular Highlights / Gouraud Shading.


Special Thanks:

Special thanks goes to the following people and companies which helped make "To Be Continued..." a reality.  It can be shocking how much actual work goes into the production of even the simplest application.

Jason Doucette -- For help in all fields and aspects of 3D programming. Jason basically taught me how to program 3D graphics and optimize code.

Jussi-Matti Salmela (Elwood) -- For composing the musical score for this demo.  The song was composed in Fast Tracker 2 before my demo was ever conceived or created.  I have always been a big fan of his music.  Elwood, if you are reading this, drop me a line.

Triton -- For creating Fast Tracker 2, the program that Elwood used to composed the musical score for this demo.  Triton became Starbreeze Studios, a video game developer.

Tommy Krul -- For help with texture loading management.  His Glide Programming Tutorial and Glide Programming Tutorial 2 articles helped a lot.  He is a software developer for Guerrilla Games in Amsterdam and has worked on Killzone for the PS2.  Killzone won two IGN awards, PlayStation 2 Best of Show and Best Shooter!  Tommy is currently working on Killzone 2 for the PS3!  Very exciting work. I cannot wait to check it out. I wish him the best.

Omar Santiago -- For help with 3Dfx initialization coding. Omar, if you are reading this, drop me a line.

Andreas Ingo -- For his 3Dfx Programming Secrets which both pointed my to Tommy Krul's articles and help me setup my compiler for 3Dfx-based programming.

Housemarque Inc. -- For letting me use their MIDAS sound system, released with full source code, for free in my non-profit demo.

3Dfx -- For creating the best 3D accelerator graphics card around (at the time), and releasing a free SDK to allow me to program the demo.


External Links:



About the Author: I am Matthew Doucette of Xona Games, an award-winning indie game studio that I founded with my twin brother. We make intensified arcade-style retro games. Our business, our games, our technology, and we as competitive gamers have won prestigious awards and received worldwide press. Our business has won $180,000 in contests. Our games have ranked from #1 in Canada to #1 in Japan, have become #1 best sellers in multiple countries, have won game contests, and have held 3 of the top 5 rated spots in Japan of all Xbox LIVE indie games. Our game engines have been awarded for technical excellence. And we, the developers, have placed #1 in competitive gaming competitions -- relating to the games we make. Read about our story, our awards, our games, and view our blog.

Home | Games | Awards | About | Learn | Blog | Press Kit | Contact

Xona Games,, Xonatech, Saw Tooth Distortion, Evolutionary Prototype (EP), Duality ZF, Decimation X, Decimation X2,
Decimation X3, Decimation X3.5, Decimation X4, Score Rush, Score Rush 2, Score Rush (HTML5), Score Rush MP, and Score Rush Extended (Score Rush EX)
trademarked and copyrighted by Xona Games Inc., Matthew Doucette, and/or Jason Doucette.
© 2000..2005 Saw Tooth Distortion. © © 2008..2010 Xona Games (under
© Xona Games Inc.

We make Intense Retro video games.