Source code for 4kb demoscene production “Elevated” released
41–50 of 154 posts
Re: Source code for 4kb demoscene production “Elevated” released
#42Earlier quoted context omitted.
The C64 subset of the demoscene is still going if you want it.
That's a real challenge. :) My comment to Kristine has some other details on how we might do something between that and a full GPU.
Just because the tools are more capable doesn't mean the challenge is any less real or the result less impressive.
Re: Source code for 4kb demoscene production “Elevated” released
#43...I had the thought a possible frontier in demoscene is make your own hardware out of discrete components to run your demo.
The MOnSter 6502 would count - http://monster6502.com/
Re: Source code for 4kb demoscene production “Elevated” released
#44Re: Source code for 4kb demoscene production “Elevated” released
#45Earlier quoted context omitted.
>How much harder would it be if on a simple GPU from the late 90's It would be impossible since pixel shaders didn't exist until the 2000's ;-) As for software rendering: Since a pixel shader is essentially a program executed for every pixel, it's trivially portable to the CPU: Just turn it into a function and call it for every pixel on the screen. Making it fast is another matter altogether though.
Nitpicking: in the offline rendering world RenderMan had shaders ca. 1990[1], and graphics hackers got around to compiling those for research GPUs in the 90s too[2]. (Hardware had programmability equivalent to current shaders early as well [3], but no compilers for fancy shading languages) [1] https://people.csail.mit.edu/ericchan/bib/pdf/p289-hanrahan.... [2] http://www.cs.unc.edu/~olano/papers/pxflshading.pdf [3] h…
Re: Source code for 4kb demoscene production “Elevated” released
#46Earlier quoted context omitted.
Why would you think that? https://en.wikipedia.org/wiki/Procedural_generation https://en.wikipedia.org/wiki/Demoscene https://en.wikipedia.org/wiki/Real-time_computer_graphics
Sorry, I thought it was obvious, but the question is: Could procedural generation be used to achieve amazing compression rates given a currently impossible to code algorithm?
Re: Source code for 4kb demoscene production “Elevated” released
#47Earlier quoted context omitted.
That's a real challenge. :) My comment to Kristine has some other details on how we might do something between that and a full GPU.
If we go that way, a real challenge would be designing your own computer then making a demo to run on it. Just because the tools are more capable doesn't mean the challenge is any less real or the result less impressive.
Re: Source code for 4kb demoscene production “Elevated” released
#48Earlier quoted context omitted.
>How much harder would it be if on a simple GPU from the late 90's It would be impossible since pixel shaders didn't exist until the 2000's ;-) As for software rendering: Since a pixel shader is essentially a program executed for every pixel, it's trivially portable to the CPU: Just turn it into a function and call it for every pixel on the screen. Making it fast is another matter altogether though.
"It would be impossible since pixel shaders didn't exist until the 2000's ;-)" Lmao. You got me there. "Just turn it into a function and call it for every pixel on the screen. Making it fast is another matter altogether though." I was imagining it took up many MB of memory and massive cycles even on a multicore CPU. Suddenly, one faces tough decisions about organization, resolution, primitives, techniques used, algor…
Pointing at the GPU as a particular cheat or a make-easy button is not relevant to the conversation, in this light. Having a Gravis Ultrasound was also a cheat back in the day ;) It's all fairly arbitrary stuff, and in the end, the point is to present something cool running on the hardware and within the nominal restrictions, even if you get tricky to do so.
Re: Source code for 4kb demoscene production “Elevated” released
#49For anyone interested/thinks this stuff is cool, the author of Elevated has made a website for experimenting with real time pixel shaders in WebGL: https://www.shadertoy.com/ Some pretty incredible things have been done there.
A friend of mine also has this project, http://shaderfrog.com/ Let's you experiment with and compose different shaders.
This actually seems like it'll be much better for the job.
I'd love to see ISF export added too: https://www.interactiveshaderformat.com/spec