Uridium by Volgut + Traymuss + Diodak + Potworeq
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popularity : 59% |
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alltime top: #11905 |
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added on the 2004-07-22 10:15:58 by AbcuG! |
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comments
I found this ok. The scene's was too long with way too little action. Showing of shaders could be done without really repating the same scene over and over again.
No thumb up so I guess I'm half dead by know! :)
No thumb up so I guess I'm half dead by know! :)
i found this pretty mixed... there were some nice ideas, textures were good in parts i remember, but some stuff was pretty poor. Who does env-mapped space ship in a hangar now anyway :) Especially a ripped one...
good music, good graphics, fair code, but...
i mean, rotating an object and chaning the rendering technique around is soooo '95 :D
and it stayed on the screen waaay too long.
i mean, rotating an object and chaning the rendering technique around is soooo '95 :D
and it stayed on the screen waaay too long.
this demo should be 2nd.
Well nice timing, graphics and good quality music - though it ain't exactly my style - but design wise (which was basicly good), I wouldn't have let that one scene stay for that long...
The code is about average. But keep it coming!
The code is about average. But keep it coming!
nice prod! and it run on my GeForce 2 Ti... rulez!
As Gargaj mentioned, the spaceship rendering scene was a bit too long. Music was ok, some more scenes were nice.
the spaceship stay on screen way too long but i really enjoyed the show ! oh and i liked the music too.
*jawn*
tunnel candy!
Another game engine demo. Some nice shaders, clean and smooth.
pfff... "refraction" :/ It's sooo... fake! Couldn't they even render the environment cubemap as a texture? :)
not bad, but really too much "effects world domination", we've seen all by 1999.
not bad, but really too much "effects world domination", we've seen all by 1999.
very uninteresting demo... boring 'cause of too long parts... ripped shaders...
i generally like this style of synched demomaking a lot and there were some nice details. unfortunately the content was just too uninteresting and that spaceship scene got boring soon. still a thumb up from me because i definately want to see more from these guys. i feel like one day they could make a demo that i love...
i generally like this style of synched demomaking a lot and there were some nice details. unfortunately the content was just too uninteresting and that spaceship scene got boring soon. still a thumb up from me because i definately want to see more from these guys. i feel like one day they could make a demo that i love...
echoooo. anyways, nice. hope to see more. piggie for now. rulez next time.
btw. music remind me about "man without a name" or "man with no name" i cant remember. he was quite big "goa" trance artist some years ago, or maybe he is now also. anyway, nice music too... ;)
could have been so much better - nice tunnel but a little boring - nice shaders but a little boring - nice moving walls but a little boring - etc...
oyiseer: how the hell could the soundtrack remind you of "man with no name"? are you deaf? stoned? :)
Its rather "soundtrack with no name", as it left no lasting impression on me. Nice "oldschool" approach to the demo, but way too long winded. I'd guess if you have more time you could make a pretty nice demo.
Ran smoothly, synching was done well (although that bitmap fade-in was a bit overused imho) and my overall impression was that you wanted the prod to look polished. Next time make your combo boxes non editable and skip that shader showoff part and you're set to rule :)
Well, its not just completly bad... It's just... Nothing, really :)
Doing nothing with shaders that wouldnt be easier/worse looking with a fixed pipeline.
Doing nothing with shaders that wouldnt be easier/worse looking with a fixed pipeline.
piggy
Btw. It runs about 5-10 fps on TNT2 M64 16mb with a P2-500 processor. The visual is same like on FX cards... Is there any custom pixel and/or vertex shader then ??? Blame me if you want but i think the demo uses only 'cubemap' and default 'd3dfvf_vertex' (also no _real_ render to texture used because tnt should fail with that except when using offscreen buffer to render and copying into texture manually :)
But who cares then ? I like it ! :)
But who cares then ? I like it ! :)
i don't even think they use any render2texture and/or grab!
(still wondering where the reflection and refraction is going on then.. cause i just saw some pure "oldskool" environment mapping.. ;)
somehow the demo feels nice..
on the other hand it features a tunnel and metaballs..
and a lo-fi shader show-off.. so lots of boring stuff.. :(
(still wondering where the reflection and refraction is going on then.. cause i just saw some pure "oldskool" environment mapping.. ;)
somehow the demo feels nice..
on the other hand it features a tunnel and metaballs..
and a lo-fi shader show-off.. so lots of boring stuff.. :(
good beginning (tunnel)
but later that scene with plane killed the demo:(
but later that scene with plane killed the demo:(
There are no pixel shaders in this demo, only vertex shaders. Their toon rendering is even a simple environment mapping, *without* the good old simple trick known from NeHe and such. as a result it fails to create some edges, and overemphasizes most.
Was pretty nice, but the overly lengthy and pointless spaceship scene just ruined the flow.
thumb up for the first scene, atleast this one runs fine on my computer
nice modelling, but only 3 scenes ??? I dont like these "shaders shows" scenes with spaceship....still good lighting and very nice Traymuss music
submit changes
if this prod is a fake, some info is false or the download link is broken,
do not post about it in the comments, it will get lost.
instead, click here !
The demo itseft is the best prod at symphony imho. Fantastic music, cool 3d (some object grabbed from internet) and the syncing perfect too ! Like it or die ! :)