John Carmack mentions the people that do 64k demos in his keynote
category: offtopic [glöplog]
The reason why 64ks are not just collections of 4k effects is that 4k effects don't scale well aesthetically.
Me and my cardboard cutout of unc disagree.
And since when did 64ks have to be filled with a ton of generated content? My favourite 64k in recent years was aesterozoa: http://www.pouet.net/prod.php?which=25777. And that almost is a collection of 4k-style effects! Tons of generated content has been done so many times before, bring something new instead :)
And since when did 64ks have to be filled with a ton of generated content? My favourite 64k in recent years was aesterozoa: http://www.pouet.net/prod.php?which=25777. And that almost is a collection of 4k-style effects! Tons of generated content has been done so many times before, bring something new instead :)
Also, posted by Jeff Minter (of llamasoft) on twitter earlier:
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Really chuffed to see LS get a greet from Fairlight in their latest C64 demo. I love the demoscene. I wish I could be more like them.
But what's all the wishes of "being like them". Is it really that hard to grab a beer, attend a party and relaease a demo ?
d0dge: he was at asm2004 though.
psonice: what exactly is new in raymarched blobby things? more isn't better.
psonice: what exactly is new in raymarched blobby things? more isn't better.
gargaj: i meant cdak of course.. that would scale extremely well to 64k. And I suspect it was probably as much work as most 64ks too.
And the new comment - I mean simply do something fresh, rather than trying to beat the product yet again. Aesterozoa didn't follow that path, and it ruled. Check keops' stuff too. They're not trying to do a full demo with big models and tons of textures and such, they probably didn't need extensive toolchains either. Instead, they brought something new to the genre.
And the new comment - I mean simply do something fresh, rather than trying to beat the product yet again. Aesterozoa didn't follow that path, and it ruled. Check keops' stuff too. They're not trying to do a full demo with big models and tons of textures and such, they probably didn't need extensive toolchains either. Instead, they brought something new to the genre.
so how do you scale cdak up to 64k?
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so how do you scale cdak up to 64k?
add beats, glitch, rgb distortion, flashes, ... or maybe not :)
LENS FLARES! (with proper chromatic aberration tho, need to put these shaders to good use nowadays!)
so more of the same?
worked for me :) Same rendering, different scenes. (Much like most 64ks as it happens!)
I like how Carmack speaks about coding without the usual 'hiccups' and not-so-smooth topic switching you often see in talks.
s/coding/in-a-broader-development-spectrum
Sort of side-stepping the topic here...
I fast-forwarded through Carmack's talk, but the bit about static code analysis caught my attention.
I realize some of that software can be pretty expensive, but have any of you guys/gals/undecided used such tools while demo coding? (Probably not, but I'm curious nonetheless.)
I fast-forwarded through Carmack's talk, but the bit about static code analysis caught my attention.
I realize some of that software can be pretty expensive, but have any of you guys/gals/undecided used such tools while demo coding? (Probably not, but I'm curious nonetheless.)
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I fast-forwarded through Carmack's talk, but the bit about static code analysis caught my attention.
I realize some of that software can be pretty expensive, but have any of you guys/gals/undecided used such tools while demo coding?
Well, if you consider advanced type systems / type inference to be static analysis, then yes.
i've used heaps of static analysis tools at work, never at home. it's great on some levels and terrible on others.
rasmus: can you elaborate?