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Fabula by MadWizards [web]
screenshot added by kiero on 2025-08-31 14:01:35
platform :
type :
release date : august 2025
release party : Xenium 2025
compo : pc demo
ranked : 1st
  • 16
  • 4
  • 0
popularity : 45%
 45%
  • 0.80
alltime top: n/a
added on the 2025-08-31 14:01:34 by kiero kiero

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Ok, bit late but it is there. Pretty rushed so expect gfx glitches and there are some technical problems (should not manifest i hope) which i will try to fix in following days. Same for reducing archive size, but this is on the "maybe" list.

Reqs: Relatively modern GPU, developped on 9070XT on which it runs ~60fps so you can extrapolate from this. VMEM requiremenets are on the low side, 8GB should be plenty.

Video at: https://www.youtube.com/watch?v=ejPM8SDdAfY
added on the 2025-08-31 14:06:26 by kiero kiero
rulez :)
rulez added on the 2025-08-31 14:25:37 by aod aod
The effects are a beautiful play of light and shadow, it's nice to watch, the music creates the atmosphere. Love it
rulez added on the 2025-08-31 14:26:26 by Tedy Tedy
once again It was a pleasure to work with you guys. Too bad we did not have time to implement every thing we talked about.
added on the 2025-08-31 14:30:45 by nytrik nytrik
rulez
rulez added on the 2025-08-31 14:42:16 by Pator Pator
great demo.
nice futuristic atmosphere and some dope fx (with beautiful colors).
I liked a lot the "growing tree" scene.
rulez added on the 2025-08-31 14:52:40 by wullon wullon
mixed quality in scenes but that end scene is lovely and very The Last Of Us ;)
rulez added on the 2025-08-31 16:05:38 by el mal el mal
Well it's mawi, next level shit. Best looking engine in the scene. Whole thing is confidently and unapologetically their style.
Not my fav chaser tune, but it's an interesting blend of that Solar Fields style with an industrial touch.

My critique is that, if the abstract stuff implied some sort of narrative (e.g. like with Bayolea and the massive cathartical ending), it would feel like it was trying to communicate something. But it seems you were pressed for time.

Anyways, sick.
rulez added on the 2025-08-31 16:07:34 by wrighter wrighter
the tree and credits scenes really rocked
rulez added on the 2025-08-31 16:59:16 by iTeC iTeC
how does the swiss cheese effect work?
added on the 2025-08-31 17:51:59 by wrighter wrighter
also wondering about the gi solution... it seems the ribbons are thicker when occluding & adding bounce light
added on the 2025-08-31 18:02:26 by wrighter wrighter
Fabulous! That growing tree was awesome! Loved the soundtrack too!
rulez added on the 2025-08-31 18:07:11 by Olympian Olympian
These are indeed fabulous visuals!
rulez added on the 2025-08-31 18:46:26 by ham ham
If you make amiga demos again it will be a fabula
rulez added on the 2025-08-31 20:01:54 by Skynet Skynet
Everything looks very good here, but feels that all actual texturing is missing. Like how it would look if the diffuse/specular lighting debug mode is enabled.

Generally I think most (even winner) PC demos don't look as good as latest games do, which is a big shame. Wish we would invent some way to catch up, without needing gigabytes of hand-authored 4k maps.

Still, thumbs up for the effort.
rulez added on the 2025-08-31 21:07:27 by hot multimedia hot multimedia
Nice!
rulez added on the 2025-08-31 21:24:45 by Soundy Soundy
MadWizards!
rulez added on the 2025-08-31 21:27:27 by p01 p01
Great.
added on the 2025-08-31 21:27:44 by trolek trolek
super nice !
rulez added on the 2025-08-31 21:57:13 by Ramon B5 Ramon B5
Those credits!!!! Instant thumb up!!!
rulez added on the 2025-08-31 22:47:19 by argasek argasek
amazing demo!
added on the 2025-08-31 23:14:49 by robsonn robsonn
@wrighter
thx:) for the questions:
Quote:
also wondering about the gi solution... it seems the ribbons are thicker when occluding & adding bounce light

This is still a simple voxel based solution (cone traced). Improved over time but not time to develop something more sophisticated.
Quote:
how does the swiss cheese effect work?

This was an experiment on trying to extract an SDF from the scene voxel representation (to kind of piggyback it on the lighting solution for the sake of simplicity in initial implementation). This approximate SDF is then used to merge raymarched shader (this one is based on IQ's subtractive fbm noise). Initially only for meshes, but then then also added voxelization to ribbons/points.
added on the 2025-09-01 00:00:49 by kiero kiero
MaWi, let's goooo!! Great work, guys! As usual.
rulez added on the 2025-09-01 00:58:07 by tomcatmwi tomcatmwi

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