Results from Assembly Summer 2011
21–30 of 34 posts
Re: Results from Assembly Summer 2011
#22That being said, one of the constraints on really getting why a demo is impressive is being able to appreciate what's going on. It's like understanding wines or beers or fine cheeses. You need to have a large base knowledge going in to get why the winning demo is unbelievably amazing.
Most people, even very technically or artistically inclined people don't get it. They think it's an interesting art project or something. But really understanding why it's impressive compared to say http://www.youtube.com/watch?v=9oXRP5OM6tA requires a pretty deep understanding of the capabilities of modern computing.
Re: Results from Assembly Summer 2011
#23I wonder if the guys used a functional programming language.
Actually, most demos are written in C these days, I believe.
Re: Results from Assembly Summer 2011
#24These demos are always so impressive. I am always a bit disappointed though that such creativity is always restricted to demo comps while we are stuck with relatively mundane, static visuals in games.
The creativity is in no way restricted to the demoscene - just more conspicuous. Creating games involves a different set of constraints, and there are plenty of examples of ingenuity & creativity to be found there. In fact, many game programmers are also involved in the demoscene; For instance, the guys who created Max Payne were a part of the infamous Future Crew.
Re: Results from Assembly Summer 2011
#25Earlier quoted context omitted.
The creativity is in no way restricted to the demoscene - just more conspicuous. Creating games involves a different set of constraints, and there are plenty of examples of ingenuity & creativity to be found there. In fact, many game programmers are also involved in the demoscene; For instance, the guys who created Max Payne were a part of the infamous Future Crew.
Really? I don't remember the part in Max Payne where I got to drive a car made out of squiggly light that turned into a rhinoceros.
Re: Results from Assembly Summer 2011
#26Earlier quoted context omitted.
The creativity is in no way restricted to the demoscene - just more conspicuous. Creating games involves a different set of constraints, and there are plenty of examples of ingenuity & creativity to be found there. In fact, many game programmers are also involved in the demoscene; For instance, the guys who created Max Payne were a part of the infamous Future Crew.
Really? I don't remember the part in Max Payne where I got to drive a car made out of squiggly light that turned into a rhinoceros.
And once you do start incorporating other elements like AI, level geometry, physics, etc to make things interesting, you'll no longer have the luxury of allocating all your computational resources for graphical eyecandy.
Re: Results from Assembly Summer 2011
#27It seemed unusual in 1999 and still stands out stylistically today.
It featured some really nice 2-d elements, nods to print media.
Its poor placement in competition, difficulty running on a wide variety of hardware, and general lack of direction was mostly due to the sad circumstance of its main coder dying before it was completed.
Re: Results from Assembly Summer 2011
#28Greatest demo ever, IMO, was Future Crew's Second Reality. That utterly blew my mind in 1993. http://www.youtube.com/watch?v=8G_aUxbbqWU
Wow check out 1993 - we have come soooo far: http://www.youtube.com/watch?v=LIIBRr31DIU Listen to those hard drives! Netscape Navigator didn't come out until over a year later (December 1994) and IE 1.0 another year after that. Wow.
Does anyone know if there is a current good site that reviews/indexes good new mod/scene releases besides index sites like pouet.net or scene.org?
Re: Results from Assembly Summer 2011
#29I can watch these for just the music. The amount of work into these few kilobytes is just amazing.