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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

#131
post #70

Earlier quoted context omitted.

4KB using directx/opengl, very different from old time writing stuff directly in the video card.

Exactly, 4kb on top of the hundreds of megabytes of libraries and drivers.

Somehow you make it sound easy or even belittling it.

I'd say this is quite an achievement anyway when I know I'd use more space than that just to store a single jpeg or mp3 sample.

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

#132
post #54

Here's their release of how they made it as well. Super interesting read. It's shaders all the way down. http://www.iquilezles.org/www/material/function2009/function...

Ha, that's my exact comment from the related reddit thread. Kinda cool, I wonder how often that happens? https://www.reddit.com/r/programming/comments/4msf41/elevate...

Do you know if there is a video for these slides?

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

#133
post #54

Here's their release of how they made it as well. Super interesting read. It's shaders all the way down. http://www.iquilezles.org/www/material/function2009/function...

Ha, that's my exact comment from the related reddit thread. Kinda cool, I wonder how often that happens? https://www.reddit.com/r/programming/comments/4msf41/elevate...

Yep, happened to me in the Inferno thread yesterday.

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

#134

Earlier quoted context omitted.

Exactly, 4kb on top of the hundreds of megabytes of libraries and drivers.

Somehow you make it sound easy or even belittling it. I'd say this is quite an achievement anyway when I know I'd use more space than that just to store a single jpeg or mp3 sample.

I think what parent was trying to say is that it's absolutely an achievement relative to storing a jpeg or mp3 sample, perhaps not so impressive next to the old 4k intros.

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

#135
post #74
post #36

Earlier quoted context omitted.

Conspiracies 64kb demo from earlier this year is fantastic too. http://www.pouet.net/prod.php?which=67106 / https://www.youtube.com/watch?v=qRVTI2y0BBg

How in the heck did they do that in 64kb That is mind blowing. Leaves quivering on a branch, realistic flames, realistic humans! The water wasn't quite right but still.

Leaves quivering can be done with a simple sine that gets a value that is increased with a random delta with a different offset for each leave group (if you notice in games which have "wind", this is how it is done - the system exposes some knobs for designers to twist until things look good, but in general that is the idea).

The flames are very simple particles, the flame effect is probably the simplest particle effect you can do. The particle scene is blurred though before rendering the human figure, so the irregularities are not that visible.

The humans are simple black+white cutouts (they might be even stored as a single bit per pixel) with a small "light edge" on the side (most likely applied as an effect and not part of the data). It isn't very visible in the YouTube video because the compression smears a bit the scene, but if you run the demo locally you'll easily see it.

The intro isn't that high tech (compared to other intros of course), but Conspiracy are masters of presentation - the scene with the humans, leaves, mountains, house, etc wouldn't look as good as they do if it wasn't for the color grading, the camera motion and framing, the post processing and even the sequence the scenes are presented.

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

#136
This was one of my favorite demos back in the day. I still have a copy of it (along with 10~ other favorites) sitting in a "Demoscene" folder somewhere. Many of them don't work on today's hardware/software, sadly (including this one).

It's great that it's open source now! That means if someone's really motivated, they can update it to run on modern environments (by no longer keeping it 4 KB), even OS X, etc.

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

#137

Earlier quoted context omitted.

I've seen it happen on YouTube (not to me); highly upvoted comments get copy/pasted a month or two later to "steal" upvotes for someone else. It could be a bot tactic to build accounts with karma that can later be used for astroturfing, using proven comments from elsewhere. Maybe governments and organized astroturfers have automated that sort of thing more than we think.

Nail, meet hammer.

Hopefully in this case the nail is comment plagiarism and the hammer is more careful pattern matching in moderation systems.

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

#139
Although they generally didn't compete in the 4kb genre, Farbrausch open-sourced many of their demos and demo-making tools a few years ago [1].

fr-041: Debris [2], and kkrieger [3] (the 96kb FPS) are particularly worth checking out for the uninitiated.

[1] https://github.com/farbrausch/fr_public

[2] https://youtu.be/wqu_IpkOYBg

[3] https://youtu.be/2NBG-sKFaB0

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

#140
post #70

Earlier quoted context omitted.

4KB using directx/opengl, very different from old time writing stuff directly in the video card.

Exactly, 4kb on top of the hundreds of megabytes of libraries and drivers.

Could you show me what you can achieve with 4 KB on top of hundreds of megabytes of libraries and drivers?
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