Effects in demos that you don't know how they work
category: code [glöplog]
noouch: i guess those clouds in death&taxes is the coolest fx i ever made, i rather like it :D
i don't know how scrollers work.
i still wonder how the sickos of matrix got the jelly-cubes SO fast while being fully robust (no intersections of the volumes, etc.) in Luxo and g-cube..
this ran fast as hell even on (at the time) older machines!
this ran fast as hell even on (at the time) older machines!
if they aint at $dff000, i aint interested ;-)
> the morphing between so dissimilar objects in 'feed your machine').
likely, they are marchin cube generated objects, using a 3D texture to define them. It explains the way they morph, and also the collision effects.
So it seems most un-understood effects in this thread are all metaballs !!!
likely, they are marchin cube generated objects, using a 3D texture to define them. It explains the way they morph, and also the collision effects.
So it seems most un-understood effects in this thread are all metaballs !!!
Quote:
So why do metaballs always look like sucky metaballs, then? Where are the cool metaplasmas, metaparticles, metadifferential equations, metalandscapes?
there:
http://www.pouet.net/prod.php?which=10962
and there (metalandscape:)
http://www.pouet.net/prod.php?which=12600
I've always wanted to know how the very final screen (perspective halftone dot blur effect) works in intodark by halcyon. and the cryptic 'its simpler than it looks' comment on the halcyon dvd just makes me even more mad to know!
Hey, what a coincidence, we had a sync again!
Right just yesterday, I was curious about a C64 effect and thought of opening exactly the same thread here so that other people discuss about various effects they made them wonder, but then I decided to write in CSDb forums instead. That's truly a crazy coincidence oder?
Anyways, usually I am wondering about effects in 8bits that seems to be preety impossible to be running at full frame rate, for example I once couldn't grasp Graham's bitmap zoomer/distorter 1framer (in Parts, Dawnfall, etc.) though now I know how it's done (and already finished a quite fast x-stretcher based on the idea, for a CPC demo yet to be released, though no charmode in CPC ;P).
And nowadays I wondered about 15 DYCPs running in 1frame on C64 (Royal Arte), how is it possible if you have so much to write at the screen? (the screen is quite full and messy) Though, I think I grasped some things from the replies in CSDb now and perhaps it's not so impossible as it seems. I have to think of some codes now and calculate cycles to see..
As for PC demos, I can't think of something now, perhaps I already know how several algorithms work and there is plenty of CPU speed to make me wonder. If I have something, I'll write here again..
..oh wait. I just remembered something!
Right just yesterday, I was curious about a C64 effect and thought of opening exactly the same thread here so that other people discuss about various effects they made them wonder, but then I decided to write in CSDb forums instead. That's truly a crazy coincidence oder?
Anyways, usually I am wondering about effects in 8bits that seems to be preety impossible to be running at full frame rate, for example I once couldn't grasp Graham's bitmap zoomer/distorter 1framer (in Parts, Dawnfall, etc.) though now I know how it's done (and already finished a quite fast x-stretcher based on the idea, for a CPC demo yet to be released, though no charmode in CPC ;P).
And nowadays I wondered about 15 DYCPs running in 1frame on C64 (Royal Arte), how is it possible if you have so much to write at the screen? (the screen is quite full and messy) Though, I think I grasped some things from the replies in CSDb now and perhaps it's not so impossible as it seems. I have to think of some codes now and calculate cycles to see..
As for PC demos, I can't think of something now, perhaps I already know how several algorithms work and there is plenty of CPU speed to make me wonder. If I have something, I'll write here again..
..oh wait. I just remembered something!
http://www.pouet.net/prod.php?which=2519
A lot of trickery in here. 386 demo. There are effects like rotating stripes, zooming plasma that repeats itself in eternity. When you press pause in these parts, the screen is blank. I guess no pixels are written, just pure hardware trickery. Are there perhaps diferrent lines of data precalculated somewhere in memory and it only takes to choose which line of vram to display per each raster via hardware tricks? I guess that's it and perhaps I could think and simulate of what kind of data should be generated for this.. (usefull for ideas in CPC or C64 for me now)
But. There is an RGB bump at the beginning. Seems like ModeX resolution (320*240), three pages of R, G and B screens flipped to produce a high color effect. But is it possible to have a so fast pixel per pixel routine for the bump, for all 3 layers, running full frame here? Or perhaps isn't all the screen updated but only the one close to the light where pixels are changed? Or perhaps they are three scrolling layers flipped that produce the illusion of bump?
Who can tell me a little more about these parts?
That's the most tricky PC demo I've ever seen..
A lot of trickery in here. 386 demo. There are effects like rotating stripes, zooming plasma that repeats itself in eternity. When you press pause in these parts, the screen is blank. I guess no pixels are written, just pure hardware trickery. Are there perhaps diferrent lines of data precalculated somewhere in memory and it only takes to choose which line of vram to display per each raster via hardware tricks? I guess that's it and perhaps I could think and simulate of what kind of data should be generated for this.. (usefull for ideas in CPC or C64 for me now)
But. There is an RGB bump at the beginning. Seems like ModeX resolution (320*240), three pages of R, G and B screens flipped to produce a high color effect. But is it possible to have a so fast pixel per pixel routine for the bump, for all 3 layers, running full frame here? Or perhaps isn't all the screen updated but only the one close to the light where pixels are changed? Or perhaps they are three scrolling layers flipped that produce the illusion of bump?
Who can tell me a little more about these parts?
That's the most tricky PC demo I've ever seen..
optimus: rotating stripes and zooming plasma sounds a lot like stuff i did on gbc, you can see how it's done in some emulator/debugger. it's just writing a small amount of pixel and using y-scroll and/or palette cycling each raster. you can make a pattern f(x,y)=g(x)+h(y) this way (plasma ;))
.. like they did the wormhole in unreal/fc... almost fainted when I first saw that, back in the summer of '92...
When I first saw "tube" my said that I was physically rubbed... But the sourcecode saved me! :)
Uhm... someone know about some demo in 512b or less with music?
heulanith: there exists a 256b intro with midi "music". maybe it was released around 2003 autumn, but I don't remember its title/author
@
heulanith:
binladen
mandelbrot is possible
Some 512b by global corporation
pheraps some other... dunno.
heulanith:
binladen
mandelbrot is possible
Some 512b by global corporation
pheraps some other... dunno.
..forgot this: Spiral @ by altair.
well there was caribbean blue which was a music only 256b and I also remember a certain 256b with music and gfx from rage 99...
dosbox emulates adlib quite well.
dosbox emulates adlib quite well.
Transision (transmision?) by Downtown has music too.
hm... i still wonder how the ECS-specific effects work, that where added to all the OCS amiga demos before the latter were posted to pouet.
kukoo2
"384x564 820 colors" on standard vga.. i still think "wtf"?
then there were tran's whack-ass vga modes, like in ambience, with three 128 color, half height screens interlaced together. i think there's code for that floating around but i never bothered to learn (or care :) *why* it's possible.
"384x564 820 colors" on standard vga.. i still think "wtf"?
then there were tran's whack-ass vga modes, like in ambience, with three 128 color, half height screens interlaced together. i think there's code for that floating around but i never bothered to learn (or care :) *why* it's possible.
oooh kukoo2 <3
you know what? I'm no coder, I don't know how fucking effecs work. All I know is that this looks good and this doesn't. What good is it if an effect is l337 to code, but looks butt-ugly?
Anyhow, I don't know why I said that. I'm too drunk.
And also, nonAtr says that he's planning a 2d game of somekind for function:06.
Alrighty, have phun. :D
Anyhow, I don't know why I said that. I'm too drunk.
And also, nonAtr says that he's planning a 2d game of somekind for function:06.
Alrighty, have phun. :D
ok, now flame me :D
kelsy, this thread is principally for people who actually do or have tried doing demos themselves. Coders usually have a difficulty watching a demo without thinking about how this or that could have been made. It's unavoidable, a reflex. Disassembling used to be real sport :) -- I still remember how we went through the mars.com (http://pouet.net/prod.php?which=4662) executable in the debugger back then because we could not believe how it could run so fast on a 386 --