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Some basic advices for make a demo.

category: general [glöplog]
I am novice in the world of demos :-), so
I have some questions.

Of course a best optimized (for speed and size) demo is done in assembly,
but, in nowadays and normally, a programmed a demo is done in C or C ++ ?

I supposse that a basic demo have a line time and events over this line time (ej: translete an object interpolated betwen 2 points of time), like flash. wright ?

I will be enchanted if you give me some more tricks of oldschool (or links)

Thanks in advance :-)

added on the 2006-08-23 19:28:36 by jespa jespa
will you target platform be gba?
added on the 2006-08-23 19:32:51 by the_Ye-Ti the_Ye-Ti
is so that demo that you must want to be done is more like design or more like hi-tek sort of the thing? if design maybe you are not so obligedated to programm in C++, wright?
added on the 2006-08-23 19:58:57 by jeenio jeenio
On PC, the vast majority of demos are written in C++. And yeah, a timeline + events on it is a good way to build a simple demosystem.

Coding modern PC demos in assembly language sounds rather scary :)
added on the 2006-08-23 19:59:48 by Preacher Preacher
Quote:
is so that demo that you must want to be done is more like design or more like hi-tek sort of the thing? if design maybe you are not so obligedated to programm in C++, wright?
Yes.
added on the 2006-08-23 20:03:34 by nitro2k01 nitro2k01
Go to a demoparty and talk with other sceners, that really is a good start for a demo. :-)
added on the 2006-08-23 20:04:03 by Ayo Ayo
Demos on Amiga are usually in C with assembler for the speed critical parts, although some coders do it all in assembler (this years winner at BP was coded entirely in assembler, for example).

For the GBA, i'd imagine the situation is similar.
added on the 2006-08-23 20:05:11 by xeron xeron
Quote:
Demos on Amiga are usually in C with assembler for the speed critical parts ... For the GBA, i'd imagine the situation is similar.


Yes I lived this :-)
added on the 2006-08-23 20:09:48 by jespa jespa
Watch some demos, try to figure how they are made, watch some seminars ( from Assembly, Breakpoint, Demozone, ... ), try to think outside of box and find inspiration outside of the demoscene, ...


Oh and a good demo always come with some scene poetry. You seem on the good track on that point. Your engrish si perfect for that.
added on the 2006-08-23 20:11:39 by p01 p01
Quote:
Coding modern PC demos in assembly language sounds rather scary :)


Yes, but demostrate your good programmer skills and is a challenge.
added on the 2006-08-23 20:16:29 by jespa jespa
jespa: style is 75% of the recipe. Watch Kewlers/MFX demos to get the point :)
added on the 2006-08-23 20:16:35 by keops keops
Quote:
Yes, but demostrate your good programmer skills and is a challenge.

yes, that's quite a challenge : will you die before actually finishing the rendering subsystem and turning to texture generator or not.
added on the 2006-08-23 20:19:48 by apricot apricot
Quote:
will you target platform be gba?


Yes, It might be to do in GBA. My other preferrable plataform might be Windows.



added on the 2006-08-23 20:22:56 by jespa jespa
Do it for GBA... windows has enough democoders ;-)
added on the 2006-08-23 20:23:41 by xeron xeron
Oh, and I cannot recommend enough that you do whatever you can to get to breakpoint next year! That will for sure be a good way to get into the demoscene, especially if you enter a demo into the competitions (demoscene competition entries must be stuff you haven't released before entering it at the party, btw).

More info:
breakpoint.untergrund.net
added on the 2006-08-23 20:26:05 by xeron xeron
Quote:
you die before actually finishing the rendering subsystem and turning to texture generator or not.


I wanted to say small demos, of course, like 32b, 64b...etc, not a big demo. :)
added on the 2006-08-23 20:32:55 by jespa jespa
Those small demos are usually called intros for historical reasons. Of course for them, assembly is a necessity..

And xeron is right, you need to be at Breakpoint.
added on the 2006-08-23 20:37:03 by Preacher Preacher
@jespa

Ahh well, yes, i'd say nearly all <= 512b intros are pure assembler even on PC.
added on the 2006-08-23 20:37:26 by xeron xeron
most <1k prods are usually asm coded.
most of them also come with the source code included.
added on the 2006-08-23 20:39:08 by psenough psenough
jespa: http://demoparty.net visit the next one closest to you and dont be afraid to talk to other sceners.
added on the 2006-08-23 20:40:38 by psenough psenough
Quote:
I wanted to say small demos, of course, like 32b, 64b...etc, not a big demo. :)
Sorry to have reason once again. (:
But don't you mean 32kB, 64kB. 32byters are usually to small to be really interesting. And besides 32 bytes on the GBA means 8 (ARM) or at most 16 (thumb) opcodes. That could be enough though.
I think 256 kB is the natural limit for GBA. You should know why [:
But that also limits the available RAM you have, as opposed to Windows where you can assume "unlimited" RAM even for a 64k.
added on the 2006-08-23 20:46:14 by nitro2k01 nitro2k01
Assembly is machine code with macros. C is assembly with macros. And C++ is C with yet more macros.
See? Almost all demos are really made in machine language after all ;)
added on the 2006-08-23 21:22:26 by 216 216
My new cpu is italian, thats why i cannot code anymore :( si kaputtu
added on the 2006-08-23 21:53:20 by Hatikvah Hatikvah
basso!
added on the 2006-08-24 00:49:33 by Gaia Gaia
ivan basso?

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