Emerge by Cosmonaut
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popularity : 70% |
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alltime top: #756 |
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added on the 2014-12-28 23:54:37 by fizzer ![]() |
popularity helper
comments
cuuuuuuuuuuuuute
rulez added on the 2014-12-28 23:57:43 by Salinga ![Salinga](https://content.pouet.net/avatars/rockford-anim-16-black.gif)
![Salinga](https://content.pouet.net/avatars/rockford-anim-16-black.gif)
Totally what i didnt expected but an awesome river ride and liftoff!!
excellent !
Extremely cool
Oh hell yes.
Beautiful. I loved the paper render style and the HDR, and the golden stuffs were lovely. Rocked the stream
rocket science!
awesome invitro, cya at the party :)
Very nice. Will there be a final? :)
Nice one
Started really nice, got a little tedious after a while honestly.
Cute theme and nice execution (though a bit rough at times). I'm a sucker for big rockets anyway. Well that sounded strange.
love the rendering style <3
the tune is also very nice, sweet surprise =)
the tune is also very nice, sweet surprise =)
nice style. nice tune. the particle count didn't make it here tho. damn old rig.
really cool demo, but doesn't work _that_ good as an invitation tbh.. but it will be a blast anyways!
Yeah Revision!
yay
I like the rendering style. :)
The middle third for some reason ran at sub one fps, but everything around that I managed to see was very slick, albeit some inconsistencies in the geometry bothered me. The rendering is great. This would've been so easy to drench in awful lens distortion post processing, but thank god everything is kept at a reasonable level. The music I could've delt without, not that it's bad but there definitely popped to my mind two three more fitting stylistic choices while watching this.
Love the visual style.
Kinda mixed feelings. First I was like meh, then like yeah, then like meh, then like ok. Enjoyed it, but in the end didn't fully convince me
No cap? Do I have to do this myself?
O_o--b
great rendering & music.
nice invitro overall.
nice invitro overall.
Great style - reminds me of David Braben's Virus/Zarch
However, annoying graphic glitches on my machine are present.
(and 5 fps during the particle scene -> guess my 8 old year machine is way too old).
However, annoying graphic glitches on my machine are present.
(and 5 fps during the particle scene -> guess my 8 old year machine is way too old).
I like the artstyle very much.
Nice graphics, i like Revision!
it has very hard job to meet the expectations after the adrenaline pumped invitation from last year, but it turned up nicely.
definite thumb up!
definite thumb up!
The green particles were a bit "whut" but apart from that it's a lovely demo with an accurate representation of Saarbrücken. ;p
As an invitation, it's lacking a bit of information, though.
As an invitation, it's lacking a bit of information, though.
Very nice Vector World........
doesn't need any words to work as an invitation. Also what Fell said.
GREAT.. like visuals & the music from lug00ber.
Why is the rocket flying away from Revision? Does it not like us? Come back little rocket!
Sucks as invitation (no info, no nothing!), rules as demo!
green particle wtf
camera movement way too fast in parts, makes scene appear small
models and shading solid though
camera movement way too fast in parts, makes scene appear small
models and shading solid though
.
I dug the tune and the logo reveal at the end, but the rest felt disconnected and plain random (linear-y green particle-pee? skyscrapers? rocket?). I'm also quite over-saturated of the "WebGL-ish cute flatshaded-look", even though it looked very nice here.
Obviously good work and ideas went into this, but I can't get over that it looked unfinished and visually drab in some places. If music was fabulous it might have swayed me, it was quite okay tho. This is certainly good enough for an invitro but as a prod it's a piggy for me.
Also: Dat chord progression <3 especially in the second part.
Cute
Excellent WTF factor, meant in a good way :)
Very nice!
Super cool!
Neat, although I'd love to have lots more golden cube particles :)
lacks some polishing; still a solid production; well-deserved thumb up.
It begins with good looking stuff, but at 1:20 there comes... erm... dirt and spoils everything :(
really cute demo! I'm in love with the rendering!
and lug00ber music is nice too!
and lug00ber music is nice too!
I'm not convinced.
nice rendering look
This Prod is very very nice colored and all in all very cute !
+ dfox is an exceptional artist...
+ smooth
+ lug00ber has a perfect sound delivered to.
++ for the code and direction.
= rulez! + coup de coeur!
+ dfox is an exceptional artist...
+ smooth
+ lug00ber has a perfect sound delivered to.
++ for the code and direction.
= rulez! + coup de coeur!
lug00bé… Thanks for the great work, fizzer, dstar and lug00bé <3
yeah i wrote it wrong sorry... i was meaning dstar
Excellence in graphics and music with a very nice idea at the end. Love the visual style which seems to be inspired from the game Godus, but with its very own facets.
lovely one
loved that Polygon-farting rocket and that music <3 <3 <3...The real Party is outside
thanks, for releasing on the Party :*
the rocket launch is awesome, ok it looks a bit thrown together but that rendering style has alot of charm and the music is lovely too,thumb up!
Pretty Pastel Polygons. <3
Hats off to you for putting this together in a rather short timeframe!
The demo lacks a bit the energetic feel that last year's Megalactic had, but it makes more than up for it with its artistic style and content. The music is catchy and I dig the "Mini-Saarbrücken" village and the golden particles.
I'm assuming the "final" version will include some more vital party information once it is released? ;)
The demo lacks a bit the energetic feel that last year's Megalactic had, but it makes more than up for it with its artistic style and content. The music is catchy and I dig the "Mini-Saarbrücken" village and the golden particles.
I'm assuming the "final" version will include some more vital party information once it is released? ;)
is ok
most of what Sunspire said
Amazing! o, and: REVISION!!!!!!1!!1!!!
Very nice! Loogies music was sex :)
What SunSpire said. Although doing invitros without much info on the actual party seems to be en vogue these days. :-/
really nice design. good work les titans.
Nice rendering
heartwarming, cool transitions, weird "plot", awesome music ♥
ok, but nothing more
nice & fresh!
Quote:
imo, established parties don't really need it either.
I disagree! Back in the day (TM) everyone knew 'The Party' and still there were invitations with actual info about the party released each year. Invitations should at least contain "a bit" of information about a particular party as there might be people who do not know it. As it is, I don't consider this release an invitation at all.
As written in my previous comment: Sucks as invitation, rules as demo.
i think the main approach was to make something different to last years invite and it succeeded.
i think logoober is right tho, we dont need a lot of text telling us that revision will be in the e-werk in saarbooklyn over easter again, less text means more flexibility regarding scenes and design.
but this really just works with established parties with a fixed date, and that are not too many.
i think logoober is right tho, we dont need a lot of text telling us that revision will be in the e-werk in saarbooklyn over easter again, less text means more flexibility regarding scenes and design.
but this really just works with established parties with a fixed date, and that are not too many.
"OpenGL init failed." --log.txt. It doesn't work on my very old ATI Radeon 4870 video card with 512 MB of VRAM in an updated Windows XP Pro SP3 box? :(
Decent on YouTube video though. ;)
Had to youtube this one, is ok
I like it a lot! Fresh tune, cool stylistic rendering and a touch of physics!
Would have loved to seen some more camera tweaking, I think that this prod might have benefited from having a lower fov in some cuts!
Would have loved to seen some more camera tweaking, I think that this prod might have benefited from having a lower fov in some cuts!
pretty!
feels like a total ripoff of that one noisia video, with awkward camera angles and lack of taste. Ran smooth tho, and cool music.
Cute :)
nice! the rocket should have that bassy crackle sound at launch tho
neat :)
not really my cup of tea but the "world to revision" transition deserves a thumbs up
Needs more dither!
I love the visual style but overall this left me cold. Theres a kind of clumsiness in it that's hard to place, but that really bothers me...
Nett. ;)
Quote:
Pretty sure this is not how it's supposed to look like
On my machine it's looking in the same (flawed) way, too.
haha! Gargaj! It's the before after Scene when the city got filmed in greenscreen! :-P
cool!
Loved this one :)
+ Nice rendering, well used.
- This doesn't give much information for an invitation. :(
- In terms of direction there's a problem with establishing shots: the village, the cave and the stones are all presented twice, making the shots compete with one another.
- This doesn't give much information for an invitation. :(
- In terms of direction there's a problem with establishing shots: the village, the cave and the stones are all presented twice, making the shots compete with one another.
I like this a lot
cute
cute
cool!
The touch and music.
Here two technical issues for the record just to help improving:
framerate drops to 0.05 fps at the particles and returns to normality at the rooftop morph into rocket.
The sky and water has a 50% green blend, messed cubemap?
GL_RENDERER = 'GeForce GT 740M/PCIe/SSE2'
GL_EXTENSIONS = 'GL_AMD_multi_draw_indirect GL_AMD_seamless_cubemap_per_texture GL_ARB_arrays_of_arrays GL_ARB_base_instance GL_ARB_bindless_texture GL_ARB_blend_func_extended GL_ARB_buffer_storage GL_ARB_clear_buffer_object GL_ARB_clear_texture GL_ARB_color_buffer_float GL_ARB_compatibility GL_ARB_compressed_texture_pixel_storage GL_ARB_conservative_depth GL_ARB_compute_shader GL_ARB_compute_variable_group_size GL_ARB_copy_buffer GL_ARB_copy_image GL_ARB_debug_output GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_draw_buffers_blend GL_ARB_draw_indirect GL_ARB_draw_elements_base_vertex GL_ARB_draw_instanced GL_ARB_enhanced_layouts GL_ARB_ES2_compatibility GL_ARB_ES3_compatibility GL_ARB_explicit_attrib_location GL_ARB_explicit_uniform_location GL_ARB_fragment_coord_conventions GL_ARB_fragment_layer_viewport GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_framebuffer_no_attachments GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4 GL_ARB_get_program_binary GL_ARB_gpu_shader5 GL_ARB_gpu_shader_fp64 GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_indirect_parameters GL_ARB_instanced_arrays GL_ARB_internalformat_query GL_ARB_internalformat_query2 GL_ARB_invalidate_subdata GL_ARB_map_buffer_alignment GL_ARB_map_buffer_range GL_ARB_multi_bind GL_ARB_multi_draw_indirect GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_occlusion_query2 GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_program_interface_query GL_ARB_provoking_vertex GL_ARB_robust_buffer_access_behavior GL_ARB_robustness GL_ARB_sample_shading GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_seamless_cubemap_per_texture GL_ARB_separate_shader_objects GL_ARB_shader_atomic_counters GL_ARB_shader_bit_encoding GL_ARB_shader_draw_parameters GL_ARB_shader_group_vote GL_ARB_shader_image_load_store GL_ARB_shader_image_size GL_ARB_shader_objects GL_ARB_shader_precision GL_ARB_query_buffer_object GL_ARB_shader_storage_buffer_object GL_ARB_shader_subroutine GL_ARB_shader_texture_lod GL_ARB_shading_language_100 GL_ARB_shading_language_420pack GL_ARB_shading_language_include GL_ARB_shading_language_packing GL_ARB_shadow GL_ARB_stencil_texturing GL_ARB_sync GL_ARB_tessellation_shader GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_buffer_object_rgb32 GL_ARB_texture_buffer_range GL_ARB_texture_compression GL_ARB_texture_compression_bptc GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map GL_ARB_texture_cube_map_array GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_float GL_ARB_texture_gather GL_ARB_texture_mirror_clamp_to_edge GL_ARB_texture_mirrored_repeat GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_query_levels GL_ARB_texture_query_lod GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_stencil8 GL_ARB_texture_storage GL_ARB_texture_storage_multisample GL_ARB_texture_swizzle GL_ARB_texture_view GL_ARB_timer_query GL_ARB_transform_feedback2 GL_ARB_transform_feedback3 GL_ARB_transform_feedback_instanced GL_ARB_transpose_matrix GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_attrib_64bit GL_ARB_vertex_attrib_binding GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_vertex_type_10f_11f_11f_rev GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_viewport_array GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_texture_float GL_ATI_texture_mirror_once GL_S3_s3tc GL_EXT_texture_env_add GL_EXT_abgr GL_EXT_bgra GL_EXT_bindable_uniform GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_Cg_shader GL_EXT_depth_bounds_test GL_EXT_direct_state_access GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXTX_framebuffer_mixed_formats GL_EXT_framebuffer_multisample_blit_scaled GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_provoking_vertex GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_shader_objects GL_EXT_separate_specular_color GL_EXT_shader_image_load_store GL_EXT_shadow_funcs GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_compression_dxt1 GL_EXT_texture_compression_latc GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_integer GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_shared_exponent GL_EXT_texture_sRGB GL_EXT_texture_sRGB_decode GL_EXT_texture_storage GL_EXT_texture_swizzle GL_EXT_timer_query GL_EXT_transform_feedback2 GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_EXT_vertex_attrib_64bit GL_EXT_import_sync_object GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KHR_debug GL_KTX_buffer_region GL_NV_bindless_multi_draw_indirect GL_NV_bindless_texture GL_NV_blend_equation_advanced GL_NV_blend_square GL_NV_compute_program5 GL_NV_conditional_render GL_NV_copy_depth_to_color GL_NV_copy_image GL_NV_depth_buffer_float GL_NV_depth_clamp GL_NV_draw_texture GL_NV_ES1_1_compatibility GL_NV_explicit_multisample GL_NV_fence GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragment_program GL_NV_fragment_program_option GL_NV_fragment_program2 GL_NV_framebuffer_multisample_coverage GL_NV_geometry_shader4 GL_NV_gpu_program4 GL_NV_gpu_program4_1 GL_NV_gpu_program5 GL_NV_gpu_program5_mem_extended GL_NV_gpu_program_fp64 GL_NV_gpu_shader5 GL_NV_half_float GL_NV_light_max_exponent GL_NV_multisample_coverage GL_NV_multisample_filter_hint GL_NV_occlusion_query GL_NV_packed_depth_stencil GL_NV_parameter_buffer_object GL_NV_parameter_buffer_object2 GL_NV_path_rendering GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_shader_atomic_counters GL_NV_shader_atomic_float GL_NV_shader_buffer_load GL_NV_shader_storage_buffer_object GL_ARB_sparse_texture GL_NV_texgen_reflection GL_NV_texture_barrier GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 GL_NV_texture_expand_normal GL_NV_texture_multisample GL_NV_texture_rectangle GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_transform_feedback GL_NV_transform_feedback2 GL_NV_vertex_array_range GL_NV_vertex_array_range2 GL_NV_vertex_attrib_integer_64bit GL_NV_vertex_buffer_unified_memory GL_NV_vertex_program GL_NV_vertex_program1_1 GL_NV_vertex_program2 GL_NV_vertex_program2_option GL_NV_vertex_program3 GL_NVX_conditional_render GL_NVX_gpu_memory_info GL_NVX_nvenc_interop GL_SGIS_generate_mipmap GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SGIX_shadow GL_SUN_slice_accum GL_WIN_swap_hint WGL_EXT_swap_control '
The touch and music.
Here two technical issues for the record just to help improving:
framerate drops to 0.05 fps at the particles and returns to normality at the rooftop morph into rocket.
The sky and water has a 50% green blend, messed cubemap?
GL_RENDERER = 'GeForce GT 740M/PCIe/SSE2'
GL_EXTENSIONS = 'GL_AMD_multi_draw_indirect GL_AMD_seamless_cubemap_per_texture GL_ARB_arrays_of_arrays GL_ARB_base_instance GL_ARB_bindless_texture GL_ARB_blend_func_extended GL_ARB_buffer_storage GL_ARB_clear_buffer_object GL_ARB_clear_texture GL_ARB_color_buffer_float GL_ARB_compatibility GL_ARB_compressed_texture_pixel_storage GL_ARB_conservative_depth GL_ARB_compute_shader GL_ARB_compute_variable_group_size GL_ARB_copy_buffer GL_ARB_copy_image GL_ARB_debug_output GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_draw_buffers_blend GL_ARB_draw_indirect GL_ARB_draw_elements_base_vertex GL_ARB_draw_instanced GL_ARB_enhanced_layouts GL_ARB_ES2_compatibility GL_ARB_ES3_compatibility GL_ARB_explicit_attrib_location GL_ARB_explicit_uniform_location GL_ARB_fragment_coord_conventions GL_ARB_fragment_layer_viewport GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_framebuffer_no_attachments GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4 GL_ARB_get_program_binary GL_ARB_gpu_shader5 GL_ARB_gpu_shader_fp64 GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_indirect_parameters GL_ARB_instanced_arrays GL_ARB_internalformat_query GL_ARB_internalformat_query2 GL_ARB_invalidate_subdata GL_ARB_map_buffer_alignment GL_ARB_map_buffer_range GL_ARB_multi_bind GL_ARB_multi_draw_indirect GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_occlusion_query2 GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_program_interface_query GL_ARB_provoking_vertex GL_ARB_robust_buffer_access_behavior GL_ARB_robustness GL_ARB_sample_shading GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_seamless_cubemap_per_texture GL_ARB_separate_shader_objects GL_ARB_shader_atomic_counters GL_ARB_shader_bit_encoding GL_ARB_shader_draw_parameters GL_ARB_shader_group_vote GL_ARB_shader_image_load_store GL_ARB_shader_image_size GL_ARB_shader_objects GL_ARB_shader_precision GL_ARB_query_buffer_object GL_ARB_shader_storage_buffer_object GL_ARB_shader_subroutine GL_ARB_shader_texture_lod GL_ARB_shading_language_100 GL_ARB_shading_language_420pack GL_ARB_shading_language_include GL_ARB_shading_language_packing GL_ARB_shadow GL_ARB_stencil_texturing GL_ARB_sync GL_ARB_tessellation_shader GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_buffer_object_rgb32 GL_ARB_texture_buffer_range GL_ARB_texture_compression GL_ARB_texture_compression_bptc GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map GL_ARB_texture_cube_map_array GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_float GL_ARB_texture_gather GL_ARB_texture_mirror_clamp_to_edge GL_ARB_texture_mirrored_repeat GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_query_levels GL_ARB_texture_query_lod GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_stencil8 GL_ARB_texture_storage GL_ARB_texture_storage_multisample GL_ARB_texture_swizzle GL_ARB_texture_view GL_ARB_timer_query GL_ARB_transform_feedback2 GL_ARB_transform_feedback3 GL_ARB_transform_feedback_instanced GL_ARB_transpose_matrix GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_attrib_64bit GL_ARB_vertex_attrib_binding GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_vertex_type_10f_11f_11f_rev GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_viewport_array GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_texture_float GL_ATI_texture_mirror_once GL_S3_s3tc GL_EXT_texture_env_add GL_EXT_abgr GL_EXT_bgra GL_EXT_bindable_uniform GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_Cg_shader GL_EXT_depth_bounds_test GL_EXT_direct_state_access GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXTX_framebuffer_mixed_formats GL_EXT_framebuffer_multisample_blit_scaled GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_provoking_vertex GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_shader_objects GL_EXT_separate_specular_color GL_EXT_shader_image_load_store GL_EXT_shadow_funcs GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_compression_dxt1 GL_EXT_texture_compression_latc GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_integer GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_shared_exponent GL_EXT_texture_sRGB GL_EXT_texture_sRGB_decode GL_EXT_texture_storage GL_EXT_texture_swizzle GL_EXT_timer_query GL_EXT_transform_feedback2 GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_EXT_vertex_attrib_64bit GL_EXT_import_sync_object GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KHR_debug GL_KTX_buffer_region GL_NV_bindless_multi_draw_indirect GL_NV_bindless_texture GL_NV_blend_equation_advanced GL_NV_blend_square GL_NV_compute_program5 GL_NV_conditional_render GL_NV_copy_depth_to_color GL_NV_copy_image GL_NV_depth_buffer_float GL_NV_depth_clamp GL_NV_draw_texture GL_NV_ES1_1_compatibility GL_NV_explicit_multisample GL_NV_fence GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragment_program GL_NV_fragment_program_option GL_NV_fragment_program2 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Not too shabby, with a certain flyby felling and lacking the actual invitation info. The music didn't do it for me...
Wonderful ! Colors are lovely and a special thumb up for the music ! very nice !
This is bon!
love the graphics :)
nice style :)
le perfect!
I didn't see it coming.
Sorry, but this is a real letdown from the last invitations.
wonderful, love the style, good demo.
Me likes
I like it!
nice
erectile skyscrapers
very nice style
like it overall
like it overall
Thumb up for the spin offs used to announce the competitions.
What a release <3
thumb up for another fine tune used in the announcement jingle :D
nice modelling
Don't understand the rising buildings but the version used for the trailers at revision was ace.
I love the style and graphics (ahah, it reminds me Level One!). I also like the music, the atmosphere, the rocket, the logo reveal...
But it feels like it's all ruined by poor direction. The demo loses a lot of intensity because of bad camera moves. In the 2nd part, you should have added more life to the scene. Also, the particles look bad, you should change the rendering there.
Overall, a nice demo that could have been taken to the next level with some more polishing.
But it feels like it's all ruined by poor direction. The demo loses a lot of intensity because of bad camera moves. In the 2nd part, you should have added more life to the scene. Also, the particles look bad, you should change the rendering there.
Overall, a nice demo that could have been taken to the next level with some more polishing.
Nice
very nice theme for the party. the dnb was fantastic and i love this low poly style
Really nice one! Love the flat polys :)
very cool invitation.
So.. where's the final from Revision? :)
I love this rocket and this production
Alright, this is some awesome low poly goodness. How the hell did i miss this?
sooooo much greatness in just 9 MB!
(too bad I´ve been running out of CDCs, it deserves one! :( )
super
Cute!
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do not post about it in the comments, it will get lost.
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