Demotool gallery
category: general [glöplog]
Hello.
I've been harvesting Pouet for demotool screenshots for a while now. To me they are very inspiring and I just can't get enough of 'em.
So, I'd love it if you'd share a picture of your tool if it's not already on the page.
I'd also like to encourage everyone to work on their own crazy tools! :)
I've been harvesting Pouet for demotool screenshots for a while now. To me they are very inspiring and I just can't get enough of 'em.
So, I'd love it if you'd share a picture of your tool if it's not already on the page.
I'd also like to encourage everyone to work on their own crazy tools! :)
Wooooah that's awesome, I love it!! Nice one :) (and yep ours is there already!)
Yay it's finally made officially public!
Honestly my greatest motivation to make a demotool is to be part of that wonderful gallery.
Honestly my greatest motivation to make a demotool is to be part of that wonderful gallery.
FLT Mesh Editor :D Haahahahahahaahahaahahahahaahahaa. Ha.
What exactly is the barrier of entry though? Some of the "tools" just look like 3rd party text editors with an engine that does live shader reloading.
Also farbrausch_werkkzeug1-2.jpg is broken
Also farbrausch_werkkzeug1-2.jpg is broken
And the Enimga Studio shots are there twice.
It's Still "Tooll2", not "ttool".
lovely
btw is there an Enigma Studio 5 in the works ?
btw is there an Enigma Studio 5 in the works ?
Nice collection!
In some ways I find the demotools more impressive than the demos produced with them, kinda like if you want to draw a picture, first you have to code Photoshop.
In some ways I find the demotools more impressive than the demos produced with them, kinda like if you want to draw a picture, first you have to code Photoshop.
Quote:
If you wish to make, an apple pie from scratch, you must first, invent the universe. - Carl Sagan
This probably doesn't quite count as a demotool :P
controlled with joystick only.
controlled with joystick only.
Here some screenshots of my marchfabrik demotool, which I'm using it circa since 2011 for all of my 8kbs, 64kbs and non-size-limited demo productions since then:
The core concept of marchfabrik is in its core just more or less only a timeline-controlled OpenGL 4.3 command dispatcher, so the playback engine is very small but however it's very powerful at the same time, since it can utilise the full OpenGL 4.3 pipeline in a timeline-controlled way, and since SSBOs and FBOs can be also prefilled with data, marchfabrik can be used in principle for most everything, if you know how the OpenGL 4.3 pipeline works and how the GPUs are working more or less internally.
The core concept of marchfabrik is in its core just more or less only a timeline-controlled OpenGL 4.3 command dispatcher, so the playback engine is very small but however it's very powerful at the same time, since it can utilise the full OpenGL 4.3 pipeline in a timeline-controlled way, and since SSBOs and FBOs can be also prefilled with data, marchfabrik can be used in principle for most everything, if you know how the OpenGL 4.3 pipeline works and how the GPUs are working more or less internally.
and you have a straight > EXE compiler too? I know you have your exe packer and stuff, but did you do a compiler too?
@mudlord:
marchfabrik used until circa 2015 a Pascal-based 64k player engine for the final binary, but marchfabrik generates since circa 2015 for each demo-project optimized C code and project files for Visual Studio (now for VS2017), just for the case, if I'll release marchfabrik to the public, so that other people can use it directly with their default C/C++ Windows development environment, without having to work in Delphi or FreePascal before.
But the marchfabrik demotool itself is and will be remain implemented in ObjectPascal, but no more with Delphi, but instead now with Lazarus+FreePascal, so that marchfabrik is also available for LiInux and *BSD as native builds.
This is also the reason, that at CreamTracker (which is also now a crossplatform Lazarus+FreePascal project, like marchfabrik) does also two player engine implementations, one in Pascal for me and for the internal usage at CreamTracker and one in pure C for the final production binaries.
A own demo binary compiler at marchfabrik would be nice, but that would be too expensive for my future plans, for to make the marchfabrik output also cross-platform like marchfabrik it already is. For example my next wished target for the marchfabrik C code generator would be the Android-based NVIDIA Shield TV, which supports (for a Android-TV device!) also the normal Non-ES OpenGL up to Version 4.5 and not only OpenGL ES 1.x-3.x + Vulkan.
marchfabrik used until circa 2015 a Pascal-based 64k player engine for the final binary, but marchfabrik generates since circa 2015 for each demo-project optimized C code and project files for Visual Studio (now for VS2017), just for the case, if I'll release marchfabrik to the public, so that other people can use it directly with their default C/C++ Windows development environment, without having to work in Delphi or FreePascal before.
But the marchfabrik demotool itself is and will be remain implemented in ObjectPascal, but no more with Delphi, but instead now with Lazarus+FreePascal, so that marchfabrik is also available for LiInux and *BSD as native builds.
This is also the reason, that at CreamTracker (which is also now a crossplatform Lazarus+FreePascal project, like marchfabrik) does also two player engine implementations, one in Pascal for me and for the internal usage at CreamTracker and one in pure C for the final production binaries.
A own demo binary compiler at marchfabrik would be nice, but that would be too expensive for my future plans, for to make the marchfabrik output also cross-platform like marchfabrik it already is. For example my next wished target for the marchfabrik C code generator would be the Android-based NVIDIA Shield TV, which supports (for a Android-TV device!) also the normal Non-ES OpenGL up to Version 4.5 and not only OpenGL ES 1.x-3.x + Vulkan.
Before I forgot, CreamTracker has a own compiler for my own programming language called AULAN, which is a weird mixture of Pascal, BASIC and C. You can find CreamTracker here and some videos to it on my YT channel at https://www.youtube.com/watch?v=8TxG164sGqE https://www.youtube.com/watch?v=CxWERNjOySw https://www.youtube.com/watch?v=lqB4j6uCHMY https://www.youtube.com/watch?v=VTXsuG1ox9A https://www.youtube.com/watch?v=GcrSI-qlpUY https://www.youtube.com/watch?v=2wGUZXqRtQo etc.
And I've began a own ANSI C11 compiler ( https://github.com/BeRo1985/pacc and https://github.com/BeRo1985/sasm ), but which it's yet not true usable so far. Or more precise: The ANSI C11 parser, ANSI C11 preprocessor, x86-16/x86-32/x86-64 assembler and the own linker stuff etc. are already done, but not yet the code generator + code optimization stuff.
And I've began a own ANSI C11 compiler ( https://github.com/BeRo1985/pacc and https://github.com/BeRo1985/sasm ), but which it's yet not true usable so far. Or more precise: The ANSI C11 parser, ANSI C11 preprocessor, x86-16/x86-32/x86-64 assembler and the own linker stuff etc. are already done, but not yet the code generator + code optimization stuff.
Oldskoolers Demotool ..
Not really a full demotool, but this is my "Metaltoy" shader editor. Live editing for Metal MSL fragment / vertex / compute shaders (here editing partycoded.exe. If you happen to need a shader editor for Metal stuff, there's an early (but functional) alpha here.
Gargaj, dodke, mudlord, BeRo and psonice: Thanks for the screenshots! I added them to the page. I also stuffed some extra pictures and the boring text editor shots to extras/ for the curious.
Cross Platform demo tool, game maker...
http://deaddeer.free.fr/
Supported platforms :
Both DEAD DEER / NED PLAYER :
- Windows with Direct3D 9, 10, 11 (32/64bits)
- MacOSX since 10.6(32bits) and 10.8(64bits)
- Linux (64bits) (with OpenAL and GTK3)
- Android (32bits/64bits) x86/ARMv7/ARMv8 (4.0.3 minimum)
Only NED PLAYER :
- NED PLAYER iOS (xCode compilation)
- NED PLAYER Windows Phone 8.1+ (AppDeploy.exe/Visual Studio)
Support of : Direct3D9, Direct3D10, Direct3D11, OpenGL, GL ES 2.0,
METAL, OpenAL
More than ten years of work, first complete prod : http://www.pouet.net/prod.php?which=70240
Not to nitpick or anything but
...this is just the player, not the actual tool, is it? The engine itself is just text-based scripting.
...this is just the player, not the actual tool, is it? The engine itself is just text-based scripting.
True. I removed it from the list. Maybe a "demoscene scripting gallery" could be its own page...
Also, "Conspiracy a.D.D.i.c.t. V1.95.png" is a bit of a misnomer, it's aDDict2 but the titlebar never really got changed I guess.