Ludum Dare 23
Last weekend I participated in the Ludum Dare 48h game contest. It was the 10th anniversary and Ludum Dare got over 1000 entries!
My game is a small rogue-like where you have to find good equipment and most importantly rescue kittens! The programming was done with Java using Netbeans IDE. As a game engine I used slick a minimalistic 2D game engine. Pixel art was created with GraphicsGale and Paint.NET. Sadly I did not have enough time to try out sound and music. In the end I also had to skip some other features like a proper intro and rewarding game mechanics. This was the third time I participated and the first time I completed something :)

Go and have a look at all the other games! There are some real gems among them.
Indoor scenario with the Darwin voxel engine
Being sick at home, I started an indoor test room using the Darwin voxel engine. The room is made of 250000 voxels and lighting is computed using the radiosity lighting algorithm. You can walk around in it and delete voxels in realtime.

Voxel Engine Screenshots
“Darwin” is the working name of a game engine I am developing in my free time since about a year. The engine uses voxels and thus looks a bit like Minecraft, but I want to focus on new technology which you will (probably) not see in Minecraft anytime soon.
The engine is developed in C++ and uses OpenGL for rendering. I am only using basic libraries (boost, freeglut, GLEW and DevIL) - all engine code is written by myself with help from a friend. Is runs under Ubuntu 11.04 and Windows 7 on a normal desktop computer and my laptop.
To get started some screenshots:

~56 million cubes (13824 cells of 16x16x16 cubes each) with perlin noise based terrain generation

Cornell box with cubes (side length 144 cubes) - global illumination lighting for cube sides is computed using Monte-Carlo ray tracing

Cornell box with cubes (side length 64 cubes) - lighting for cube sides is computed using the radiosity global illumination algorithm

About 15 million cubes shaped to form a big sphere