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

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31–40 of 78 posts

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

#31
post #4

Crinkler, the compressing linker, is really interesting. This link inadvertently shows the file_id.diz for Crinkler rather than anything relevant to the rest of Elevated; but honestly I always found the Crinkler stuff to be fascinating. The project lives on today: https://github.com/runestubbe/Crinkler and http://crinkler.net/

Do you know if anyone has a good write up of some of the advanced techniques crinkler uses? I started reading the manual.txt file but it's pretty big!

This is a write up.

https://in4k.github.io/wiki/crinkler

And some more info from 2005 seminars. (search for crinkler)

https://files.scene.org/browse/parties/2005/assembly05/semin...

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

#32
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.

And finally 'Elevated' commented in Shadertoy with links to the techniques on his blog.

https://www.shadertoy.com/view/MdX3Rr

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

#33

Earlier quoted context omitted.

I can do you a 276 byte version using `dc`? 2k64sw32sh7sz[.]0:p[,]1:p[:]2:p[o]3:p[ ]4:p[O]5:p[@]6:p[ ]lz:p5lw/si4 lh/sj0 2-dsxsu0 2-dsysv[0 2-dsxsu[luSalvSblzdsnSq[lqSn0Sq]Sm[ladd SoSs LoLslb2* SoSsLoLslbd -lu+Salv+Sbclad lbd +4 lbd* +4 0sr[1sr]st>tLrln;pPlilu+ Sulu2>h]sh lhx[]pljlv+Svlv2>f]sflfx

This thread is quite interesting, if the universe is that simple does that imply a complex runtime? Because DC itself should probably be taken as part of the universe here as well as the OS and the hardware it all runs on. So then the question becomes what is the absolute minimal hardware and software configuration that you could use to generate a mandelbrot?

My feeling is that there is no such thing as a "minimal configuration" when it comes to universes.

Because there is no way to evaluate how "minimal" a configuration is.

No matter which elementary property you assume the universe to have, one would have to ask "Is that a complex thing?". Is gravity complex? Is an electron complex?

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

#35

Video: https://www.youtube.com/watch?v=jB0vBmiTr6o

This demo marks the beginning of the SDF era in the demo scene. If you watch most demos from 2009 they still use solid geometry. elevated showed the superiority of just using fragment shaders for everything. By 2009 the GPUs where fast enough to do SDF and people had come up with the idea of ray marching.

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

#36
post #35

Video: https://www.youtube.com/watch?v=jB0vBmiTr6o

This demo marks the beginning of the SDF era in the demo scene. If you watch most demos from 2009 they still use solid geometry. elevated showed the superiority of just using fragment shaders for everything. By 2009 the GPUs where fast enough to do SDF and people had come up with the idea of ray marching.

No post body was provided.

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

#37
post #20

Maybe the universe is a demo written by the gods in <4kb

Not what I really believe (I would rather have some data for that kind of thought/belief), given all the wierdness of reality, I tend to joke more and more often that we live in a simulation. This one (demo) is a beauty - always on the lookout for some exceptional demos. ^^

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

#38
post #15
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.

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.

Ah man you just took me back to middle school. The 90s and the 2000s were such happy times in my life. Everything Farbrausch produced evokes such happy memories.

For whatever reason I became obsessed with this lesser known demo called g-cube and watched it a lot in 2011.

Just wanted to share(anyone remember it?): https://www.youtube.com/watch?v=fc0gh5wnItw

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

#39
post #4

Crinkler, the compressing linker, is really interesting. This link inadvertently shows the file_id.diz for Crinkler rather than anything relevant to the rest of Elevated; but honestly I always found the Crinkler stuff to be fascinating. The project lives on today: https://github.com/runestubbe/Crinkler and http://crinkler.net/

It is a very impressive pice of technology. The crazy part is the decompressor. It is ~200 bytes of handwritten x86 assembler, tuned for code smallness over 15 years. If you go to the release page, you see every time the shaved one or two bytes of of it. It’s also interesting how compression is done. They do only care about output size, not compression time. So it is possible that you just wrote a couple of KB of GLSL and the compressor takes 12 hours to squeeze that into your 4k demo.

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

#40
post #33

Earlier quoted context omitted.

This thread is quite interesting, if the universe is that simple does that imply a complex runtime? Because DC itself should probably be taken as part of the universe here as well as the OS and the hardware it all runs on. So then the question becomes what is the absolute minimal hardware and software configuration that you could use to generate a mandelbrot?

My feeling is that there is no such thing as a "minimal configuration" when it comes to universes. Because there is no way to evaluate how "minimal" a configuration is. No matter which elementary property you assume the universe to have, one would have to ask "Is that a complex thing?". Is gravity complex? Is an electron complex?

This reminds me of all the episodes of Closer to Truth[1] about the question "Why is there something rather than nothing?" He's absolutely relentless with that question, over two decades now, asking every single famous philosopher, mathematician and scientist he can find. Here's one from around Season 3 around 2009[2], another from season 12[3] a few years ago and so on.

1. https://www.youtube.com/c/CloserToTruthTV

2. https://youtu.be/cfmewf2DoKU

3. https://youtu.be/YkB-phz_2cA

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