SGI demos from long ago in the browser via WASM
61–70 of 80 posts
Re: SGI demos from long ago in the browser via WASM
#62It's a unix system! I know this.
That 3d file manager was called 'fsn'. Then there is a gtk/Linux port called 'fsv'. I maintain a version updated to gtk+3 at https://github.com/jabl/fsv . Unfortunately life has gotten in the way and I haven't had the time to port to gtk4 nor add some missing features.
Re: SGI demos from long ago in the browser via WASM
#63Interesting that the canvas looks to be in a 5:3 aspect ratio. Did SGI displays have that shape, or would they have used non-square pixels like many DOS games in CGA/EGA resolution?
Re: SGI demos from long ago in the browser via WASM
#64Re: SGI demos from long ago in the browser via WASM
#65Re: SGI demos from long ago in the browser via WASM
#66It was awesome - they were basically building New Orleans with legos: open a toolbox filing cabinet, choose a brick, run it all the way down the block, run that line of bricks up 200 feet to create the side of a building, rinse repeat.
Would love to see that one again.
Re: SGI demos from long ago in the browser via WASM
#67Really cool project, although it's too bad half the links are broken :( Also too bad they weren't able to recover the best demo, the human cross-section demo. Someone paid a murderer for the rights to his body after he was executed, and then they chopped it up and recorded all the cross-sections. SGI took that data and used it to create a demo that let you see the human body in a way no one (back in 2000 at least) ha…
What I recall was that it was a distributed (clustered) machine type, not a shared memory model like the Origins and not having significant GPU hardware. The central hack was recognizing that the total RAM of the multi-node supercomputer was large enough to hold the large volume data in a chunked, distributed fashion. An MPI job ran a software renderer in parallel on all these chunks, with a 2D gather+compose to produce the final 2D image for viewing.
Re: SGI demos from long ago in the browser via WASM
#68Interesting that the canvas looks to be in a 5:3 aspect ratio. Did SGI displays have that shape, or would they have used non-square pixels like many DOS games in CGA/EGA resolution?
It made other contemporary CRTs feel like flat screens by comparison.
Re: SGI demos from long ago in the browser via WASM
#69Spent many (un)happy hours in front of both SGI Indy and SGI O2 during my PhD... High point was definitely when we found out that if you telnetted to another box you could remotely play audio clips and the operator typically had no idea what was going on. Every single device ended up with a collection of Star Wars audio clips ... :)
Ahh... the required "guest" account with no password on it. In SGI tech support (East team '96, Unix team '97 - my Indigo was dewi.csd.sgi.com), it was the way we copied files around (the Troops had just come out) and also had a internal tool that would pop up a window on someone else's machine to get their attention (if they weren't directly paying attention to the multicast chat program...)
That plus the lack of a default /etc/shadow, because reasons, made for fun times. ;-)