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Source code for 4kb demoscene production “Elevated” released (2016)

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Re: Source code for 4kb demoscene production “Elevated” released (2016)

#12
post #10

Elevated is one of the most atmospheric, cinematic demos I've ever seen, and the fact that it takes only a fraction of the disk space of the icon used to represent it in the file-manager is ridiculous.

Demos of this caliber are like F1 cars from 60 years ago: a single genius, or small team, creating something totally beyond the reasonable expectations of everyone who is familiar with the technology in question. I really hope it continues to be possible for this art form to exist.

>I really hope it continues to be possible for this art form to exist.

Hopefully AI doesn't one day ruin the demoscene as well. Seems like a Pandora's box for cheating and/or asymmetric resource advantages.

Re: Source code for 4kb demoscene production “Elevated” released (2016)

#14
post #10

Elevated is one of the most atmospheric, cinematic demos I've ever seen, and the fact that it takes only a fraction of the disk space of the icon used to represent it in the file-manager is ridiculous.

Demos of this caliber are like F1 cars from 60 years ago: a single genius, or small team, creating something totally beyond the reasonable expectations of everyone who is familiar with the technology in question. I really hope it continues to be possible for this art form to exist.

How would one even learn how to do something like this?

I feel like I have a high level understanding of most parts of the stack, but graphics programming has eluded me thus far.

Would writing a ray tracer be a good starter project? I know I've seen it recommended by several people before.

Re: Source code for 4kb demoscene production “Elevated” released (2016)

#15
post #10

Elevated is one of the most atmospheric, cinematic demos I've ever seen, and the fact that it takes only a fraction of the disk space of the icon used to represent it in the file-manager is ridiculous.

Demos of this caliber are like F1 cars from 60 years ago: a single genius, or small team, creating something totally beyond the reasonable expectations of everyone who is familiar with the technology in question. I really hope it continues to be possible for this art form to exist.

The most impressive one for me will always be fr-08, the .product, released in 2000:

https://www.youtube.com/watch?v=1dcrV_7JpXQ

Pouet link if you want the binary: https://www.pouet.net/prod.php?which=1221

It blew my mind when I first came across it in 2003, and it's still highly impressive even now.

Re: Source code for 4kb demoscene production “Elevated” released (2016)

#16
post #10

Earlier quoted context omitted.

Demos of this caliber are like F1 cars from 60 years ago: a single genius, or small team, creating something totally beyond the reasonable expectations of everyone who is familiar with the technology in question. I really hope it continues to be possible for this art form to exist.

How would one even learn how to do something like this? I feel like I have a high level understanding of most parts of the stack, but graphics programming has eluded me thus far. Would writing a ray tracer be a good starter project? I know I've seen it recommended by several people before.

I'd recommend starting with javascript:

https://thebookofshaders.com/

https://threejs.org/examples/#webgl_geometry_terrain_raycast

Re: Source code for 4kb demoscene production “Elevated” released (2016)

#17
post #10

Earlier quoted context omitted.

Demos of this caliber are like F1 cars from 60 years ago: a single genius, or small team, creating something totally beyond the reasonable expectations of everyone who is familiar with the technology in question. I really hope it continues to be possible for this art form to exist.

How would one even learn how to do something like this? I feel like I have a high level understanding of most parts of the stack, but graphics programming has eluded me thus far. Would writing a ray tracer be a good starter project? I know I've seen it recommended by several people before.

I fell the synth is overlooked. There's a lot going on there in a tiny amount of code.

Re: Source code for 4kb demoscene production “Elevated” released (2016)

#18
post #10

Earlier quoted context omitted.

Demos of this caliber are like F1 cars from 60 years ago: a single genius, or small team, creating something totally beyond the reasonable expectations of everyone who is familiar with the technology in question. I really hope it continues to be possible for this art form to exist.

How would one even learn how to do something like this? I feel like I have a high level understanding of most parts of the stack, but graphics programming has eluded me thus far. Would writing a ray tracer be a good starter project? I know I've seen it recommended by several people before.

Thankfully for the graphics the very person who did the graphics in this Elevated demo is very generous with their time. Inigo Quilez has many instructional videos on his channel in how to code procedural graphics from the very beginner to the advanced. I link a couple of examples. You can watch the more advanced video even as a beginner but trying yourself is easier at the beginner level.

Beginner. https://youtu.be/0ifChJ0nJfM

Advanced. https://youtu.be/BFld4EBO2RE

Website. https://iquilezles.org/

Re: Source code for 4kb demoscene production “Elevated” released (2016)

#19
post #10

Earlier quoted context omitted.

Demos of this caliber are like F1 cars from 60 years ago: a single genius, or small team, creating something totally beyond the reasonable expectations of everyone who is familiar with the technology in question. I really hope it continues to be possible for this art form to exist.

How would one even learn how to do something like this? I feel like I have a high level understanding of most parts of the stack, but graphics programming has eluded me thus far. Would writing a ray tracer be a good starter project? I know I've seen it recommended by several people before.

For basic 3d graphics rasterization concepts and implementation check out 500 lines C++ TinyRenderer and its wiki here: https://github.com/ssloy/tinyrenderer and the 100 lines Python version (only numpy dependency) here: https://github.com/rougier/tiny-renderer

Raytracing in a weekend is also useful: https://raytracing.github.io/

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