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Infinite complexity in 4096 bytes

creativeapplications.net

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Re: Infinite complexity in 4096 bytes

#71
post #36

The technique used here is raymarching. Relevant thread on pouet: http://pouet.net/topic.php?which=7920

Yeah and there's many WebGL samples of this awesome technique:

http://www.postronic.org/h3/pid65.html

http://y-alice.blogspot.com/2012/04/final-submission.html

One pointlessly bouncy (but fun to make) experiment I ported from desktop GL to WebGL a short while ago:

http://glsl.heroku.com/e#2417

Set quality to 4 or 8 as fast as you can unless you already got one of them 2014 GPUs.

That being said, none of those are 4K =)

Re: Infinite complexity in 4096 bytes

#72
post #10
post #6

I was an intern at a game company last year. I showed the CEO some of the stuff that is going on in the demoscene. He got really worried and told me to not show that to any of his staff. He was afraid that it intimidates his highly paid coders and designers. I found that rather disturbing. How are you going to kill Hollywood if you are afraid of algorithms?

Any game coder worth his salt knows fractals. Many veterans from the demoscene ended up in the game industry at some point. In the 90s most wizkids dreamt of living off making games, and many demosceners made intros to cracked games. Good game coders like Carmack have little to feel intimidated about.

Your point is good but saying that Carmack shouldn't feel intimidated is probably not helpful. ;)

Re: Infinite complexity in 4096 bytes

#73

Does this give anyone else the sense that with amazing processors we have available that we're being really wasteful with these bloated apps we currently have? I mean if these guys are able to do this in 4K, what else could be done in operating system terms if we achieved that same level of excellence?

Stuff like this: http://en.wikipedia.org/wiki/.kkrieger

Re: Infinite complexity in 4096 bytes

#74

German hartverdrahtet -> hardwired / hardcoded but also 'wired hearts' (the opening shot and the primitive the scene appears to be made out of)

"Herz" is the German word for heart. Do you mean that "hart" sounds like the English word "heart"?

Yes, it looked like a play on words. In dutch (halfway between English and German) it literally means heart.

Re: Infinite complexity in 4096 bytes

#75
post #5

Cool, but I think my favourite 4k demo is still Elevated, which is much less obviously procedural. ( http://www.youtube.com/watch?v=_YWMGuh15nE )

that was also my favorite... but this one is at least on par. gosh, and only 4k.

Re: Infinite complexity in 4096 bytes

#77

I'm pretty proud of my programming skills. I've worked in everything from assembly to JavaScript, JIT compilers to websites to large-scale, fault-tolerant distributed systems. etc. etc. But demoscene programming is still the one thing that leaves me totally in awe, feeling like I wouldn't even know where to start to achieve what these guys pull off. Even if I could imagine fitting all those drawing and sound generati…

Just recently, in fact a new method came along: those raymarchers that many modern 4k intros are, are essentially a single pixel shader. The C code draws a single quad that fills the screen two-dimensionally, and calls the shader. The shader computes a colour for each pixel for each frame, on the GPU, using relatively simple math to describe the scene (geometric shapes, like intersections of spheres and cubes, for instance. or fractals, like in the OP).

This means that instead of learning sizecoding, the opengl/d3d pipeline, mesh uploading, textures, getting along with the video bus speed, index buffers, geometry shaders, and so on, and so on, you can just learn GLSL and how a raymarcher works. Much like 20 years ago, getting something on screen quickly became easy again. It's not as easy as Processing, but it's not too far off either.

For example, check out this video[1] about the Russian demogroup Quite (who made the amazing 4k intro "cdak"[2]. The video briefly shows (scroll to 20 minutes) how unc starts with the shader instead of with the C code, using vvvv[3], a tool for live prototyping realtime graphics. They only turn the non-shader parts of the vvvv "code" (block diagrams and envelopes) into C code when the intro starts looking like it's going to be releaseable. With such an approach, you get motivated real fast; focus on getting something on screen, worry about getting into a demoparty compo later.

Or just don't worry about the C version at all, and make something cool that you'll never be able to pull off with any animation studio, and put it on vimeo :-)

Oh, also check out this Pouet thread [4] about how Quite made "cdak" (but first see the intro!). It's one of those things that make you even more amazed when you get it.

[1] http://www.youtube.com/watch?v=tuoRpEMfEHY

[2] http://www.pouet.net/prod.php?which=55758 | http://www.youtube.com/watch?v=RCh3Q08HMfs

[3] http://vvvv.org/

[4] http://www.pouet.net/topic.php?which=7909&page=1&x=2...

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