How does one get started in this here "scene"
category: general [glöplog]
While you bring up good points, and while I enjoy Processing stuff and visualization of strange data sets, demos will never be about interactivity for me. Demos is about realtime and the skills needed to pull that off in a good way. Not allowing the user stray from the sync points I spent weeks setting up is sort of the point. Also, not being interactive allows for a lot of faking, which is instrumental for the continued excistence of the demoscene :) If things weren't linear, it would be hell.
As an example, I wouldn't even dare to remake anything from fiver2 or Pixtur. I have absolutely no desire to change the camera work or timing in Debris or Above.
As an example, I wouldn't even dare to remake anything from fiver2 or Pixtur. I have absolutely no desire to change the camera work or timing in Debris or Above.
aaaaaand yadda-yadda-yadda-yadda... considering demoscening is a hobby.. cant someone just do whatever HE thinks is fun eh? .. if that involves obscure code for even more obscure hardware or a pisspoor looking rotating cube in OGL, so be it and fuck all this BS about what matters about demos.
What a totally pointless comment. Nobody is telling anybody what to do in their demos, only listing personal preferences and sharing their own stories. If you'd like to contribute, feel free, but just jumping in and saying random disconnected things is idiotic.
Why did you decide to resurect this 2 year old thread?
Guess it was some Optimus-reason, but IMO it generated some good discussion.
huh, dead thread alert? didn't saw it...
nothing wrong with a little dead-thread revival, now and then :)
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the catch is more important than the chase.
but the chase is better than the catch! transforming the tunes!
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today, if you are not interested in "algorithms & math" then why the heck would you get involved in real-time code.
to make stuff you can't make with after effects? to be in control on what's on the screen? because coding is fun? f.ex. i tend to happily leave the algorithms and math part to others, but i still enjoy democoding.
Real time code? I was trying to use multithreading in python to code OpenGL in real time, but I didn't suceeded. I wanted to have a window running calling a loop function, and in the editor I would change the rendering function, real time, but I failed and gave up.
You dont really start at one point, you just slide into it and before you know it it consumes you...
xernobyl, i once managed in ruby, i think it can be done with python as well. my cheap hack was simply to check the modified date of a certain list of files and reload them if the loaded ones were outdated. could just edit in some random editor, ctrl+s and the screen updated. no need for multithreading. sucked when the code had a typo though, i recommend you add a parse checker (through some eval() hack) before you really reload.
I made an editor in Python that allows you to edit the effect code and reload it when needed. I should redo that using PyQt instead of PyGTK at some point.
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What a totally pointless comment. Nobody is telling anybody what to do in their demos, only listing personal preferences and sharing their own stories. If you'd like to contribute, feel free, but just jumping in and saying random disconnected things is idiotic.
No, Gloom, Maali's comment is THE ENTIRE FUCKING POINT.
scenerhub.pl: not everything is "scene". you have to have boundaries else there's no point in defining anything. what gloom said about interactivity was spot on and far more TO THE FUCKING POINT than Maali's random drivel. what he's advocating is chaos...he's a lunatic!!!!
oh, excuse me while I go bake a loaf of bread, photograph it and release it as a "scene demo". :P
oh, excuse me while I go bake a loaf of bread, photograph it and release it as a "scene demo". :P
cubic team & $een already did :)
yes, we should have a much stricter rule set for demos! I propose that a demogroup should never have more than 5 members, 2 coders, a musician, a gfx artist and a modeler. All members should be male and between 20 and 35 years in age.
Demos should be made solely on PC's and should aways work under Windows. They should always start with credits, then some blobs, a rotation effect, 3d city scape and then credits. Nothing more, nothing less!
The music of the demo should always be either psytrance or dirty breaks, no other musical styles will be allowed.
If we all stick to these rules, the demoscene will be much better!
Demos should be made solely on PC's and should aways work under Windows. They should always start with credits, then some blobs, a rotation effect, 3d city scape and then credits. Nothing more, nothing less!
The music of the demo should always be either psytrance or dirty breaks, no other musical styles will be allowed.
If we all stick to these rules, the demoscene will be much better!
And they should all be developed on a sponsored demobox! ;)
Black backgrounds is a must-have too. Bonus points for crashing the compo machine at random.
when you watch a demo you are watching an electronic performance. kind of like going to the theater to watch Swan Lake. The last thing you want to see is some creep from the audience jumping up on stage and "interacting" with intricate performances which have taken decades to perfect and coordinate. every movement of the dancers should have some meaning and point, because they're telling a story.
it's the same for domes too, every screen transition or angle of rotation leads somewhere along a LINEAR path, which in-turn leads to some "emotion", mood, energy, etc planned by its producers. allowing interaction destroys the basic principle of an electronic "performance", which is what a demo IS. if you stray from non-interactivity and it becomes something else. a fucking game.
despite all these IRRELEVANT comments, surely even you guys can appretiate that basic demoscene principle. nobody is talking about limiting styles of music or colour palettes or order of credits.
it's the same for domes too, every screen transition or angle of rotation leads somewhere along a LINEAR path, which in-turn leads to some "emotion", mood, energy, etc planned by its producers. allowing interaction destroys the basic principle of an electronic "performance", which is what a demo IS. if you stray from non-interactivity and it becomes something else. a fucking game.
despite all these IRRELEVANT comments, surely even you guys can appretiate that basic demoscene principle. nobody is talking about limiting styles of music or colour palettes or order of credits.
it depends i guess. i wouldnt mind interaction in parts where it was meant to be there. (some synrj demo had this water effect behind a scroller where you could screw around with the mouse cursor, that was kinda nice.)
seizure, as you're already talking about "basic demoscene principles", please do your own icon, ok? ;)
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despite all these IRRELEVANT comments, surely even you guys can appretiate that basic demoscene principle.
I think you're an idiot for wanting to define a basic principle in a scene that has always been anarchistic and pretty much open for anything.
Okkie: You do know you're seriously overreacting, right? What was said was "I don't feel that concept X belongs in demos" which you then interpret as "HERE ARE THE OFFICIAL RULES FOR MAKING DEMOS! COMPLY OR DIE!" -- so chill out please. :)
No, he tells me that I should, of course, understand that certain things are not MEANT to be in demos.
I don't like pretentious douchebags telling me what I can or cannot do.
I don't like pretentious douchebags telling me what I can or cannot do.