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Demoscene guidebook (2018)

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Re: Demoscene guidebook (2018)

#42
I was really into the demoscene back in the early/mid 90's. These days it's fun to find out about some old demoscene people who went on to interesting things. Mostly I hear about people getting into the game industry. Some of my favorites of note: Some of the Future Crew guys went on to make Remedy Entertainment (and made Max Payne and Alex Wake games, among others) and Rovio (makers of Angry Birds) was started by some TPOLM people.

Re: Demoscene guidebook (2018)

#43
post #24

Earlier quoted context omitted.

Maybe we saw each other :) The group i was with reached 5th place with this demo: http://www.pouet.net/prod.php?which=41739

Maybe we did, who can say? I was not attached at the time, and didn't have anything prepared. Did a little on-site 4K though. Started out with Turbo Pascal, and then migrated to hand coded assembler on a function-by-function basis until I ended up with pure asm. Then did a bit of whole-programme optimisation, mostly the parameter handling. T'was kind of a shitty prod, but fun. Didn't even need a packer. IIRC I mainly…

Funny, a guy called Scythe, operating a board called Burning Chrome was a member of my group (Paranoia). We mainly developed PCBoard PPEs. Good times indeed! ;-)

Re: Demoscene guidebook (2018)

#44

Going through the guidebook, anyone would know the difference between the graphician and the coder roles in making a demo? I’ve done a bit of Processing and P5js and these two roles seem to me to be overlapping, aren’t they? As you’re coding the graphics. Is the difference the same as Web Designer vs. Web Developer in a more familiar context?

I think that's a made up word that just means a graphics artist.

Then again, for things like C64 picture formats, you need to work within the various limitations and the cheat programming one can use to extend the palettes and forcing badlines more frequently and so on which makes the artist need a lot of programming skills too.

Re: Demoscene guidebook (2018)

#45
post #3

I've followed the demoscene for nearly three decades, and the demos get put out every year have always been hugely impressive. The old Amiga stuff like Technological Death was great but the more modern demos like Intrinsic Gravity by Still ( https://www.youtube.com/watch?v=-ZxPhDC-r3w ) are just amazing . You can get pretty far making demo effects in CSS and JS these days. A couple of my attempts over on Codepen; Tex…

> Intrinsic Gravity by Still

This one is fun to watch on a 3D display. (As much of it is black & white, anaglyph should also be worth a shot.)

Most of the effects could have plausibly been rasterised or blitted into a flat plane; alternatively, all of it could be done in a pixel shader which just colours in two triangles that fill the screen. But (as I discovered to my delight one day when I happened to have access to a Windows machine with a 3D monitor) it's all 3D geometry with a perspective projection.

For example, the wibbly-wobbly cone[0], viewed in 2D, could just as well be a flat bunch of sinusoidally gyrating discs all XORed together. But these discs are properly stacked along the Z axis.

The demo doesn't natively support stereo displays, so you have to find a tool that can inject itself into the graphics pipeline and modify the projection matrix for each eye. I don't remember which one I used when I tried that, but it had a nifty feature you should seek out: Hotkeys that let you adjust the mapping of depth to the stereoscopic shenanigans (separation and convergence) on the fly. Being able to make such tweaks on a scene-by-scene basis helps a lot with a production that was only designed for cyclops mode originally.

The same technique can be applied to many PC demos, but usually it only amplifies a 3D effect that was already there in the first place. In the case of Intrinsic Gravity, it gives you an extra dimension of 'whoa'.

Bonus recommendation for those who can't be bothered with any of that and just want to watch a neat recording on Youtube: Stargazer by Orb & Andromeda[1]. Nothing earth-shattering; just a personal favourite with a modern take on old-skool demoscene aesthetics and neat effects that don't fall apart in a video capture with limited bit rate.

[0] https://youtu.be/-ZxPhDC-r3w?t=67 [1] https://youtu.be/xgtghVdWlVY

Re: Demoscene guidebook (2018)

#47
post #24

Earlier quoted context omitted.

Maybe we did, who can say? I was not attached at the time, and didn't have anything prepared. Did a little on-site 4K though. Started out with Turbo Pascal, and then migrated to hand coded assembler on a function-by-function basis until I ended up with pure asm. Then did a bit of whole-programme optimisation, mostly the parameter handling. T'was kind of a shitty prod, but fun. Didn't even need a packer. IIRC I mainly…

Funny, a guy called Scythe, operating a board called Burning Chrome was a member of my group (Paranoia). We mainly developed PCBoard PPEs. Good times indeed! ;-)

Omfg, Burning Chrome, that's the one! I remember I dug the Gibson reference, still do in fact!

Btw Paranoia rings a bell as well, definitely not an obscure group at all. This is turning into a blast from the past! ^_^

Re: Demoscene guidebook (2018)

#48
post #3

I've followed the demoscene for nearly three decades, and the demos get put out every year have always been hugely impressive. The old Amiga stuff like Technological Death was great but the more modern demos like Intrinsic Gravity by Still ( https://www.youtube.com/watch?v=-ZxPhDC-r3w ) are just amazing . You can get pretty far making demo effects in CSS and JS these days. A couple of my attempts over on Codepen; Tex…

Some other resources: http://www.wab.com - Have some amazing demos coded in Javascript and tutorials on how to create your own http://modarchive.org/ - If your only interested in tracked music http://www.pouet.net - A demoscene information source

https://twitter.com/alonetrio/status/1192500638137098240?s=2...

HN's kiss of death may have crashed wab.com's server HDD.

Re: Demoscene guidebook (2018)

#49
post #45
post #3

I've followed the demoscene for nearly three decades, and the demos get put out every year have always been hugely impressive. The old Amiga stuff like Technological Death was great but the more modern demos like Intrinsic Gravity by Still ( https://www.youtube.com/watch?v=-ZxPhDC-r3w ) are just amazing . You can get pretty far making demo effects in CSS and JS these days. A couple of my attempts over on Codepen; Tex…

> Intrinsic Gravity by Still This one is fun to watch on a 3D display. (As much of it is black & white, anaglyph should also be worth a shot.) Most of the effects could have plausibly been rasterised or blitted into a flat plane; alternatively, all of it could be done in a pixel shader which just colours in two triangles that fill the screen. But (as I discovered to my delight one day when I happened to have access t…

Stargazer is a great demo.

Re: Demoscene guidebook (2018)

#50
post #48

Earlier quoted context omitted.

Some other resources: http://www.wab.com - Have some amazing demos coded in Javascript and tutorials on how to create your own http://modarchive.org/ - If your only interested in tracked music http://www.pouet.net - A demoscene information source

https://twitter.com/alonetrio/status/1192500638137098240?s=2... HN's kiss of death may have crashed wab.com's server HDD.

It's back online now. sorry NoNameNo!
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