What is "oldschool" in the context of 90s?
category: general [glöplog]
Subj. Maybe the original meaning was pre-1993 craft of one-frame effects utilising special chips such as blitter and copper?
you mean what "oldschool" meant in the 90s?
Midschool is the oldschool of today. And my favorite world of software rendering. Rotozoomers, plasmas and object shows :)
Basically, anything simultaneously No-AGA and No-PC.
And of course oldschool effects has been made without your lame demos.
For Amiga, it's probably everything before Cryonics "Hardwired" demo :D
oldschool - everything done before you started doing stuff
Which demo was the leap from oldschool to new school?
kasparov
None. It was a quantum leap. :]
Quote:
Kasparov
Really? Was PC/Windows the platform where we took the step?
Jizz
cracktros, trainers
intros, sneakers
I don't think people used the term "oldschool" all that much when the scene was still young. :)
But, ok, some old-old school effects would be: starfields, sine-scrollers, shadebobs, simple plasmas, color-cycling, "vectors" (wireframed, of course), Sprite-Animations. etc.
New-oldschool aka mid-school would be: texture / LUT based effects (tunnels, zoomers), additive plasmas, particle swarms, post-effects (zoom / radial blur), "crash-zoomers", phong shading / env mapping on rotating 3ds standard objects, bump-mapping, gloomy scene poetry (late in the game) and of course faked raytracing. ;)
And THEN came the HW rendering age (pretty much every effect based on "render to texture" and free blending of tons of layers; and square meshes to distort in front of a camera :P) and finally the shader age. That's where we are now. To be continued.
But, ok, some old-old school effects would be: starfields, sine-scrollers, shadebobs, simple plasmas, color-cycling, "vectors" (wireframed, of course), Sprite-Animations. etc.
New-oldschool aka mid-school would be: texture / LUT based effects (tunnels, zoomers), additive plasmas, particle swarms, post-effects (zoom / radial blur), "crash-zoomers", phong shading / env mapping on rotating 3ds standard objects, bump-mapping, gloomy scene poetry (late in the game) and of course faked raytracing. ;)
And THEN came the HW rendering age (pretty much every effect based on "render to texture" and free blending of tons of layers; and square meshes to distort in front of a camera :P) and finally the shader age. That's where we are now. To be continued.
also what okkie said
PC-definition: If the effect requires more than 63999 bytes of video bandwidth per frame to run smoothly, it's not oldchsool.
@d0DgE: Nexus 7 is clearly a big step for demoscene but I still think that Hardwired was the real milestone between "oldskool" and "newschool" demoscene :)
i think the moment people finally stopped using amiga and other inferior hardware for making demos was when the scene became newskool! we are currently in the process of becoming newnewskool with the transition to opengl es where the hardware itself hardly doesnt matter anymore. sadly there are still stubborn developers doing PC stuff or even worse, work with DirectX. - Nostramaalus
^^^^ this comment was sponsored by nvidia
yes. make something for nvscene! proof the world that android is the future!
ur *prove. also, annoy those pesky iOS users that they're betting on the wrong horse!