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Source code for 4kb demoscene production “Elevated” released

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Re: Source code for 4kb demoscene production “Elevated” released

#2
Release info: http://www.pouet.net/prod.php?which=52938

Binary: https://files.scene.org/view/parties/2009/breakpoint09/in4k/...

Video: https://www.youtube.com/watch?v=jB0vBmiTr6o

Everything you see and hear is procedurally generated by the 4096 byte executable, in real time. It still blows my mind 7 years after release...

Re: Source code for 4kb demoscene production “Elevated” released

#3
That's unreal. On what kind of graphics hardware, though? Seems like it probably offloads most of the work on GPU whereas we'd have had to do most of it in software on HW weak enough that 4KB size actually mattered. And probably not achieve this demo.

Re: Source code for 4kb demoscene production “Elevated” released

#4

That's unreal. On what kind of graphics hardware, though? Seems like it probably offloads most of the work on GPU whereas we'd have had to do most of it in software on HW weak enough that 4KB size actually mattered. And probably not achieve this demo.

The 4kb restriction isn't there to make it run on weak hw, it's there to push people.

Re: Source code for 4kb demoscene production “Elevated” released

#5

That's unreal. On what kind of graphics hardware, though? Seems like it probably offloads most of the work on GPU whereas we'd have had to do most of it in software on HW weak enough that 4KB size actually mattered. And probably not achieve this demo.

>Seems like it probably offloads most of the work on GPU

It does just about everything on the GPU. All the CPU does is repeatedly render two triangles and play music: https://news.ycombinator.com/item?id=8070879

Here it has been adapted to WebGL: https://www.shadertoy.com/view/MdX3Rr

Edit: I'm wrong about the two triangles. From the .nfo-file:

  for those wondering, this a (too) low density flat mesh displaced with
  a procedural vertex shader. there arent any texturemaps for texturing,
  instead texturing (and shading) is defferred and computed procedurally
  in a full screen quad. this means there is zero overdraw for the quite
  expensive material at the cost of a single geometry pass. then another
  second full screen quad computes the motion blur. camera movements are 
  computed by a shader too and not in the cpu, as only the gpu knows the
  procedural definition of the landscape.

Re: Source code for 4kb demoscene production “Elevated” released

#6

That's unreal. On what kind of graphics hardware, though? Seems like it probably offloads most of the work on GPU whereas we'd have had to do most of it in software on HW weak enough that 4KB size actually mattered. And probably not achieve this demo.

The C64 subset of the demoscene is still going if you want it.

Re: Source code for 4kb demoscene production “Elevated” released

#7
post #2

Release info: http://www.pouet.net/prod.php?which=52938 Binary: https://files.scene.org/view/parties/2009/breakpoint09/in4k/... Video: https://www.youtube.com/watch?v=jB0vBmiTr6o Everything you see and hear is procedurally generated by the 4096 byte executable, in real time. It still blows my mind 7 years after release...

Here is a presentation put together by one of the guys behind this release that explains a lot of about how it was made.

Re: Source code for 4kb demoscene production “Elevated” released

#8
post #2

Release info: http://www.pouet.net/prod.php?which=52938 Binary: https://files.scene.org/view/parties/2009/breakpoint09/in4k/... Video: https://www.youtube.com/watch?v=jB0vBmiTr6o Everything you see and hear is procedurally generated by the 4096 byte executable, in real time. It still blows my mind 7 years after release...

Here is a presentation put together by one of the guys behind this release that explains a lot of about how it was made.

[deleted]

Re: Source code for 4kb demoscene production “Elevated” released

#9
post #2

Release info: http://www.pouet.net/prod.php?which=52938 Binary: https://files.scene.org/view/parties/2009/breakpoint09/in4k/... Video: https://www.youtube.com/watch?v=jB0vBmiTr6o Everything you see and hear is procedurally generated by the 4096 byte executable, in real time. It still blows my mind 7 years after release...

Here is a presentation put together by one of the guys behind this release that explains a lot of about how it was made.

I assume you meant to link this: http://iquilezles.org/www/material/function2009/function2009...

Re: Source code for 4kb demoscene production “Elevated” released

#10

That's unreal. On what kind of graphics hardware, though? Seems like it probably offloads most of the work on GPU whereas we'd have had to do most of it in software on HW weak enough that 4KB size actually mattered. And probably not achieve this demo.

The 4kb restriction isn't there to make it run on weak hw, it's there to push people.

I figured that. It's just that almost everythings done on the GPU for a rendering demo. That's really pushing people. ;)
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