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Independent Love Bong by Contract

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     high resolution                           .     `$b  ?SP   .
     realtime raytracing        . .' `. `:.  s' .?  `$b.  .'    .
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     cnt health care     d' d$$$      dP     `$$$$b.   ?$$$$b$$P  d'
     titled              $  $$$$.dl .dP       `?$$$$b. ?$$$$$P' .d'
     "(independent)      $  $$$$P' dP          `?$$$$$b`$$$P'  .P'
     love bong"          $. `¦§' ¦$P'             `¦?P¦' `¦'    d
     featuring           `b.                                    $b.'
     world-famous         ?b  .ob.                             `¦'
     superstars as:       `$. `  `?.
     aron, xtro and         `b.  .P'   http://contract.scene-hu.com
     ofcoz zooley            `¦?$P¦


      þ                                  we present full frontal nudity
     ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ

     aron .......................... code + design + photos + typography
     xtro / rhyme .......................................... "bong" logo
     zooley ...................................................... audio


      þ                           we applied them as an additional crew
     ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ

     amic ........................ huge amount of selected quality mp3's
     archee / contract.................... algorithm optimization tricks
     charlie & thomas .................................. mode protection
     enok / chrome ................ previous fast-made-but-not-used logo
     laud / contract ........................................ idea bombs
     markus & laszlo (markus laszlo? wow!) ........ alphabet compression
     pascal / cubic team ........................... portamento handling
     ring games kft. ........................... killer hardware support
     szabolcs m rovics ............................ dustiest gravis ever
     szilva ................................................... aron's 


      þ we suggest you starting the executable with the next parameters
     ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ

     exename 0 ............. how you love your oldie VGA card [default]
     exename 1 .......... your lame video card support only 2^16 colors
     exename 2 ................................. you prefer 2^24 colors
     exename 3 ....... you love 2^24 colors with a dummy byte [optimal]

     exename may be one of the executables attached - according to the
     speed of your computer.


      þ    we really hope that you are a gamer with a powerful computer
     ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ

     very-very fast FPU ...................... one piece of PII will do
     some ram ..................................... 32 or maybe 16 megs
     fast video hw ............................................ vbe2.0+
     gravis ultrasound ........................................ 1 piece


      þ finish the reading now, if you aren't interested in the details
     ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ

     first off, a short  message to those fuckin'  well-educated polygon
     experts:  no, this is true  recursive  raytracing. try to implement
     refraction with your dummy triangles, please! or shut up.
     all the titles at initialization are just jokes. keep smile!

     the  "oblivion"  realtime  raytracing  engine  supports:  arbitrary
     planes    (not    just    those    stoopid    horizontal    doubled
     we-don't-care-about-the-sign  craps!),   spheres,   cylinders   and
     polygons (triangles and rectangles, too).
     the  surfaces   can   be  texture  mapped, shadowed, reflexive  and
     refractive in any combination. Phong-illumination is implemented on
     them and coloured  linear fog is an additional  optional feature of
     any scene.
     the only reason of  slowness is the fact that these  operations are
     has a tremendous  computation  cost! we had  tried  some  tricks to
     reduce that with  simplifying our  engine to a first-hit  raytracer,
     but it had not worked  well with the scenes where some  objects are
     intersecting, so we  sucked... that was faster!
     note that  most of scenes in today  raytracing demos and intros are
     much more simple than the ones in this  shit! most of you  will not
     like the speed, some of us don't give a fuck.

     the blur routines at the beginning are not the boring horizontal or
     vertical ones, but true radial spin blur (zoom blur was also coded,
     but that was too ugly).

     yet  another  interesting(?)  fact: half of the source is  coded in
     C++, the other  half in Intel-optimized  assembly, because  aron is
     too  lazy to  write  everything in full  assembly and he's going to
     recompile the whole  shit on a  much more powerful platform just to
     see a not-so-bad-quality full-framerate raytracing animation.

     all the textures (3 megs) are  synthetised  at the  startup. aron's
     generator can  produce  simple  bitmaps as elementary  textures and
     combine them into more complex textures with  some basic operations
     like weighted addition, bump or blur.

     well, check it out: contract is going to release the  win32 version
     of "(independent) love bong" in  the  near  future. just  for  some
     experience in  coding  DirectX, nothing  too  serious! by the  way,
     propably it is aron's last release under dos.
     next time  maybe  a D3D  demo  with  lame  code and huge  amount of
     design? or a video shit inspired by a band named korai ”r”m  with a
     breath-taking trippy music! or whatever ya  want! we got  ideas, we
     have no time: university and development of dummy database handling
     applications  under  win32!  anyway  we are  looking  for  talented
     artists.
     coding  under  win32  is  very  enjoyable  and  you  can  hear your
     favourite mp3's in the background!


      þ                                                  we respect you
     ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ

     special thanks to the next artists whose music was heavily listened
     to during the work:

     anima sound system   ù    autechre   ù    fatboy slim   ù    goldie
     kraftwerk  ù  ltj bukem  ù  lucky people center  ù   massive attack
     orbital  ù  stardust  ù  the orb  ù  tricky


      þ                                                             EOF
     ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ

     OK, 7K is more than enough for a goddamn infofile, isn't it?

     by the way, we really  don't give a  fuck what you are  doing with
     this production,  but if you  want to sell it, ask us  for written
     permission!
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