Psychederic Epsode III by Eldorado
Eldorado Psychederic Epsode III ------------------------------------------------------------------- history: party release : 24/10/31 ------------------------------------------------------------------- requirements: CPU - fast multi core cpu recommended. memory - 128MB more system - Windows10/11 driver - Modern OpenGL driver and pixel shader 4.6 later. audio - Windows compatible soundcard. video - fast Geforce gfx card. tested on Geforce RTX 3060 Ti. ------------------------------------------------------------------- the artsy crew Eldorado part name contact engine/code/visual/music got https://demozoo.org/sceners/17020/ ------------------------------------------------------------------- thanks Demo-Framework-64k / iq (https://madethisthing.com/iq/Demo-Framework-64k) This is the framework that was the basis for the creation of IntroEngine. It was very helpful in creating it. 64klang2 / Alcatraz (https://github.com/gopher-atz/64klang) I used it to create the intro music. I haven't fully mastered how to use it yet, but it's very versatile and made it easy to create the music. squinhy / Ferris (https://logicoma.io/squishy/) It's a great packer with a high compression rate and I found it very useful. Shader Minifier / LLB (https://github.com/laurentlb/Shader_Minifier) This is a well-known shader compression tool in the demo scene and I found it quite useful. I would also like to thank Zavie for spreading the word. GNU Rocket / Kusma (https://github.com/rocket/rocket) This is a library for synchronizing sound and images. This is a library that has been commonly used in the demo scene for quite some time, and is quite useful. Imgui / Omar Cornut (https://github.com/ocornut/imgui) I used it as a debug function for adjusting parmanent parameters. MinimalGL / 0x4015 (https://github.com/yosshin4004/minimal_gl) I used the rendering engine design as a reference. It was written in C and the coding style seemed old to me, but it was a useful design method, so I'm grateful for the contribution. Other. The arithmetic operations in past Preacher/Traction programs were fairly easy to understand and served as reference for the design of these classes. and "shadertoy" samples and font system were very helpful. ------------------------------------------------------------------- greetings Brainstorm / Conspiracy / Traction / gam0022 / Renard / SystemK / Tya-pa- / 0b5vr / 0x4015 / Sessions crew respects Kewlers / Komplex / Mfx / Sunflower ------------------------------------------------------------------- About starting prods If you have antivirus software installed, it will be caught, so please disable it before starting. The following types are included. x86: 32bit Version x64: 64bit Version NoCompress: Uncompressed version ------------------------------------------------------------------- Comment. About this prods: This intro is the final work of the "Psychederic" 3 work one of the themes of my demo group. I had been planning to make this someday, but 11 years have passed since my last work...;) The rendering technique used is ray marching. I didn't do anything particularly new, but I did try to make it fun. This was the second production to use ray marching in earnest, but there were some heavy scenes and it seems that there are still some issues to be addressed. I used 64klang2 for the music. There wasn't much documentation, so I was pretty much groping around... (Even in such a situation Gopher documentation, Virgill's samples, and videos were very helpful. thanks.) The tones are a combination of things I created a long long time ago with a YM2203-based FM sound source(ah-, about 1990-1991), and some refer on the sound from the sound driver Mucom88 (https://www.ancient.co.jp/~mucom88/) created by Yuzo Koshiro, plus 64klang2 sample presets. I hope you enjoy it. cheers! Naruhiko "Got" Oomuro / Eldorado
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