newbie/help
category: general [glöplog]
hey i'm new here and found out about demos about half a year back and would like to delve into making some.
i guess i'd say my primary focus for demo making would be to take the finished product and run it through a video processor (particularly tachyons+)
i'm not sure if that's even feasible, but regardless i'm still very interesting in the demoscene. i'm very intrigued by visual art and different mediums through which to present that art.
excuse the redundancy throughout my stay, i'm just trying to figure out how to make demos. :) any and every form of help would be deeply appreciated!
i guess i'd say my primary focus for demo making would be to take the finished product and run it through a video processor (particularly tachyons+)
i'm not sure if that's even feasible, but regardless i'm still very interesting in the demoscene. i'm very intrigued by visual art and different mediums through which to present that art.
excuse the redundancy throughout my stay, i'm just trying to figure out how to make demos. :) any and every form of help would be deeply appreciated!
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i guess i'd say my primary focus for demo making would be to take the finished product and run it through a video processor (particularly tachyons+)
Just for clarity, afaik Tachyons+ is analogue equipment, right?
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[...] my primary focus for demo making would be to take the finished product [...]
argh... you almost got it right. Here, fixed that for you:
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my primary focus for demo making would be to make the finished product
That should sum it pretty much up.
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i'm just trying to figure out how to make demos. :) any and every form of help would be deeply appreciated!
Okay, I'll bite.
Demos involve some bit of:
- coding skills, total newbies should look for decent introductions like https://code.org/.
- artistic skills (simulation, procedural generation, 2d painting/texturing or 3d modelling/animation)
- musical skills
- knowledge of the target platform. For PCs that would include the https://fgiesen.wordpress.com/2011/07/09/a-trip-through-the-graphics-pipeline-2011-index/, a graphics API like OpenGL, DirectX or Vulcan, and the OS API.
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Just for clarity, afaik Tachyons+ is analogue equipment, right?
essentially from what they told me, but you can run it through a computer as well. still relatively new to that as well.
Quote:
Quote:[...] my primary focus for demo making would be to take the finished product [...]
argh... you almost got it right. Here, fixed that for you:
Quote:my primary focus for demo making would be to make the finished product
That should sum it pretty much up.
hah, you got me. i think they're really cool and even if i don't get what i originally intended, learning how to make demos would definitely still be a win :)
Quote:
Demos involve some bit of:
- coding skills, total newbies should look for decent introductions like https://code.org/.
- artistic skills (simulation, procedural generation, 2d painting/texturing or 3d modelling/animation)
- musical skills
- knowledge of the target platform. For PCs that would include the https://fgiesen.wordpress.com/2011/07/09/a-trip-through-the-graphics-pipeline-2011-index/, a graphics API like OpenGL, DirectX or Vulcan, and the OS API.
thanks! i'd say i have the musical skills down (i use renoise & openmpt) and i've done a bit of coding to glitch pictures (which i guess could be considered artistic skills? proficient in gimp) and have directx.
but for now i'll do a bit of reading into all of it :)
then it's unto actually applying the knowledge
Welcome to the scene! I'm learning, too - currently reading http://www.glprogramming.com/red/index.html. My only thought is - watch lots of demos! Lots of cool ideas in the prod database.
processing, quartz composer, vvvv or vizor are nice places to start if you're learning how to code.
easier then jumping straight into doing stand alone demo executables atleast.
easier then jumping straight into doing stand alone demo executables atleast.
Just try to visit a local party or boat/train/fly/drive to Revision!
What numtek said.
Other than that, I personally don't think there's a wrong or right way to make a demo, beyond that it should be a realtime executable production of some kind. What language, framework, platform, etc. you use is and/or shouldn't be so important... (although some people will disagree here. ^^)
Just make something, learn from your mistakes, make something better next time. Nobody becomes a superstar overnight.
Other than that, I personally don't think there's a wrong or right way to make a demo, beyond that it should be a realtime executable production of some kind. What language, framework, platform, etc. you use is and/or shouldn't be so important... (although some people will disagree here. ^^)
Just make something, learn from your mistakes, make something better next time. Nobody becomes a superstar overnight.