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The Demoscene -- an Overview

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Re: The Demoscene -- an Overview

#2
In the 90s the demoscene was really quite exciting. Second Reality was groundbreaking and opened my eyes to what was possible on our pokey old 486s (plus it was awesome to show off to your friends). Going to demo events and realising there were plenty of fellow hackers in Australia doing cool stuff, and having a chance to hack along with them was also a lot of fun. Good times.

Re: The Demoscene -- an Overview

#3

In the 90s the demoscene was really quite exciting. Second Reality was groundbreaking and opened my eyes to what was possible on our pokey old 486s (plus it was awesome to show off to your friends). Going to demo events and realising there were plenty of fellow hackers in Australia doing cool stuff, and having a chance to hack along with them was also a lot of fun. Good times.

Yes thats true. It was a really cool time but now as you attend a demo event you just realise that we are all outdated guys who know each other and everybody know in what you are specialised and what you will do. And there are those who just do demos serialisation (demos look like the one you just made before) with neat tools and top algos which is becoming boring. and you realise that their is no young flesh bringing new life and spirit to the whole thing.

we all grow old.

Re: The Demoscene -- an Overview

#4
"The demoscene" can also refer to the largely overlapping subculture of tracker [1] musicians. There're a few well known electronic artists still using trackers today, like Venetian Snares [2], Bogdan Raczynski, and enduser.

[1] http://en.wikipedia.org/wiki/Tracker_(music_software)

[2] http://www.youtube.com/watch?v=hjAwxG3q3Yo

Re: The Demoscene -- an Overview

#6
The problem is that everyone doing demoscene stuff got jobs and is getting paid for it now. Look at crysis, etc. No one cares about programming dick waving contests anymore, it's all about who can get a job at Microsoft. If it doesn't benefit your resume, no one cares for it. I personally became a computer science major because I wanted to write demos. After about four years is when I really started to get it as far as graphics goes and even though now I have an idea how effects are done, I feel like there's still so much to learn to keep up with what guys in these demo groups like farbrausch and fairlight do. The learning curve for doing this kind of stuff is pretty high. Not only do you have to know programming, but some kind of library like DirectX or OpenGL, shader languages and all the linear algebra behind the effects.

Re: The Demoscene -- an Overview

#7
There's something really beautiful about demos and the demoscene. I'm glad they're being preserved and seen as an art form, was afraid that they'd be forgotten.

Re: The Demoscene -- an Overview

#8

In the 90s the demoscene was really quite exciting. Second Reality was groundbreaking and opened my eyes to what was possible on our pokey old 486s (plus it was awesome to show off to your friends). Going to demo events and realising there were plenty of fellow hackers in Australia doing cool stuff, and having a chance to hack along with them was also a lot of fun. Good times.

I remember the feeling I had when Unreal came out.

I was hacking the VGA registers to optimize my bitblt to the maximum, all in assembler, and I felt I knew pretty well what was going on inside my computer. Then I ran this demo and it did stuff that I knew wasn't possible with my hardware. Quite mind blowing..

Re: The Demoscene -- an Overview

#9
Tl;dr: European teens and 20-somethings who sprinkle 68000 opcodes on their Müsli each morning create elaborate real-time visual hacks and general awesomeness -- now, thanks to the demise of the Amiga and the rise of (not-so) DirectX, considered something of a lost art.

Sad, really. Nothing else -- not even the game projects I work on and don't quite finish -- comes real close to the raw visceral fun of programming, the reason why I got so deeply involved with these infernal machines in the first place.

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