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Source code for 4kb demoscene production “Elevated” released

files.scene.org

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

#141
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...

Spammers, presumably trying to build up karma on HN. Needless to say we've banned them and will continue to.

Watchful users can help out with this a lot. If you or anyone notice comments being cross-posted in the future, please alert us at hn@ycombinator.com.

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

#142
post #70
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...

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

I bet they'd still prefer to write directly to the video card, but it's kinda hard nowadays to access GPU resources without an API.

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

#143
post #140

Earlier quoted context omitted.

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?

You don't have to be a car manufacturer to criticize a car and not an architect to criticize a building.

"If you can't do it better, shut up" is a stupid argument.

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

#144
post #9

Earlier quoted context omitted.

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...

Ah, so that was Iñigo Quilez!

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

#145
post #140

Earlier quoted context omitted.

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

You don't have to be a car manufacturer to criticize a car and not an architect to criticize a building. "If you can't do it better, shut up" is a stupid argument.

"That's easy, anyone can do it" is similarly stupid, especially when anyone who actually does stuff like this says it's impressive.

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

#146
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

Awesome stuff, yet it was only voted 2nd in the competition (Revision 2016 64kb compo). Here's the winner (fermi paradox by mercury): https://www.youtube.com/watch?v=JZ6ZzJeWgpY The scenes with the moon being peppered with impacts (3:31) and what appears to be storms on Jupiter are beautiful.

As someone who was there: Darkness was impressive for sure, but not all that fun to watch, since it was mostly static dioramas, which the viewer can grok in a few seconds, and then it goes "oh and each one has a little jiggle too". Camera movement is minimal, and even when its there it doesn't expose anything new in the scene to the viewer. Additionally every scene is mostly faked with very obvious 2D shapes, meaning if the camera moved too much, the illusion would break. Lastly, the music was quite dull and not connected with what was on screen.

Fermi Paradox was also dioramas, but: Each one had had some engaging event happening, or at least well directed camera movements that exposed new visuals to the viewer over time or show-cased the full 3d nature of each scene. Additionally each scene had at least one well done graphics effect. The music was almost movie quality and in a few parts nicely synched up with the visuals.

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

#147
post #145

Earlier quoted context omitted.

You don't have to be a car manufacturer to criticize a car and not an architect to criticize a building. "If you can't do it better, shut up" is a stupid argument.

"That's easy, anyone can do it" is similarly stupid, especially when anyone who actually does stuff like this says it's impressive.

But nobody said that.

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

#148
post #145

Earlier quoted context omitted.

"That's easy, anyone can do it" is similarly stupid, especially when anyone who actually does stuff like this says it's impressive.

But nobody said that.

There's a pretty clear implication.

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

#150
post #64
post #50

Back in the day demos were more impressive imo. A lot of them now use direct x or opengl. For the most part the stuff you see isn't written by hand anymore AFAIK, they just have programs to generate the actual demo. Basically they use modeling programs.

There are all kinds of demos: some of them use models, some of them do not, some are technical feats, and some are artforms. Many are both. Models are just serialized polygon meshes. We've been using models for demos for way longer than DX/OGL have existed. They're just another tool in the box which you can use (if you want to). Using DirectX or OpenGL nowadays is like using the CPU: it's just part of the stack. They…

Ah, so yes I appreciate demos which pushes hardware to the limit or create some new effect which hasn't been seen before. I feel most demos on older hardware falls within this category then newer demos.

Additionally, please correct me if I'm wrong, older demos didn't have nice graphics apis to call. They had to create and store what's given for free by Apis these days into their binary. I think the Amiga did have some 3d stuff?

With opengl with a handful of lines you could get a spinning cube with lighting. So much more work had to be put into older demos to get to the same point. On top of that, the demo writers really had to know the hardware well, and diving into undocumented behavior. A lot more was being calculated on the cpu back then too.

I haven't been on pouet.net in a while but I will look at newer demos.

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