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Source code for 4kb demoscene production “Elevated” released

files.scene.org

101–110 of 154 posts

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

#101
post #81

Earlier quoted context omitted.

Ha, that's my exact comment from the related reddit thread. Kinda cool, I wonder how often that happens? https://www.reddit.com/r/programming/comments/4msf41/elevate...

You do realize he copied your comment, don't you?

Yeah, but I still wonder how often people copy comments around like that. It's not like that was some great writing or anything, but it was copied word for word.

Maybe it was some bot, but that's an odd bot.

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

#102
post #85

Earlier quoted context omitted.

And that indeed is what we have to look forward to in online forums over the next 5+ years, as machine learning cuts its teeth on places like reddit, HN & disqus, and spammers try to find new irritating ways of getting eyeballs.

I'm not a fan of quoting XKCD, but... https://xkcd.com/810/

With how many XKCD responses their are, it seems a straight forward ML experiment to auto-relevant-xkcd

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

#103
post #2

Release info: http://www.pouet.net/prod.php?which=52938 Binary: https://files.scene.org/view/parties/2009/breakpoint09/in4k/... Video: https://www.youtube.com/watch?v=jB0vBmiTr6o Everything you see and hear is procedurally generated by the 4096 byte executable, in real time. It still blows my mind 7 years after release...

the part I loved best was how those 4kb uncompressed to over 250MB of GPU instructions

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

#104

I know a RasPi doesn't have near the specs needed to run this but I'd love to gut an old flat screen monitor and put it in a frame with a RasPi running something like this, generating random "art" and hang it on a wall somewhere...

you mean like this? https://www.electricobjects.com/

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

#105
post #23
post #20

For anyone interested/thinks this stuff is cool, the author of Elevated has made a website for experimenting with real time pixel shaders in WebGL: https://www.shadertoy.com/ Some pretty incredible things have been done there.

A friend of mine also has this project, http://shaderfrog.com/ Let's you experiment with and compose different shaders.

Holy crap how have I not heard of this? This already scratches an itch I have for no good vertex shader editors. I'm looking at the "composed" graph editor thing, a little confusing but it looks really powerful. Thanks for sharing.

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

#106
post #85

Earlier quoted context omitted.

And that indeed is what we have to look forward to in online forums over the next 5+ years, as machine learning cuts its teeth on places like reddit, HN & disqus, and spammers try to find new irritating ways of getting eyeballs.

I'm not a fan of quoting XKCD, but... https://xkcd.com/810/

One of his better ones.

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

#107
post #82

Earlier quoted context omitted.

Will an online recording be available of that talk? I'd love to watch it.

Officially, I think the videos from GTC2016 are behind a free registration wall. You can register here: https://mygtc.gputechconf.com/form/account Unofficially, you can find this particular talk here: http://on-demand.gputechconf.com/gtc/2016/video/S6860.html

Sweet, thanks!

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

#109
post #9

Earlier quoted context omitted.

Here is a presentation put together by one of the guys behind this release that explains a lot of about how it was made.

I assume you meant to link this: http://iquilezles.org/www/material/function2009/function2009...

Any mirrors, that is down.

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

#110
post #34

Earlier quoted context omitted.

Why would you think that? https://en.wikipedia.org/wiki/Procedural_generation https://en.wikipedia.org/wiki/Demoscene https://en.wikipedia.org/wiki/Real-time_computer_graphics

Sorry, I thought it was obvious, but the question is: Could procedural generation be used to achieve amazing compression rates given a currently impossible to code algorithm?

I recently began making a function that can output the 2D lines of the walls of a house, with windows and different shapes (L, S, T), and inside walls that are generated with points and NESW directions. It was pretty fun and challenging, but now I have to move to 3D to make this base line become a level with windows and door.

The only thing I have to give this function, is the height/width ratio, some other ratio that define how large "corner holes" are in the LST configuration, the amount and relative position of windows and door, the starting point and NSEW direction for inside walls, and with all that, I could create a house of a story building with an inside. Of course it's not finished yet, and there isn't furniture of details, but you see that in theory, you can use procedural generation as a compression tool for human-designed structures, that no machine learning algorithm or autoencoder could really achieve.

If you associate this kind of algorithm into a well made openstreetmap database (think vector tiles which are used for GPS software), you could also recreate the whole world in 3D, with enough details to make a game that would not require that much disk memory. Recreating the roads, fences, parks, rivers, vegetation, elevation etc is difficult because it require a lot of tuning and geometry tricks, but it's very cheap in term of cpu cycle and disk.

The folks at outerra have begun making an actual software that lets you browse the entire planet in 3D. You can zoom in real time from space to 1cm. They don't have cities yet though, but they are planning for it. I want to make a game using such ambitious ideas, but it's not easy...

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