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Cdak by Quite - How?

category: general [glöplog]
rendering is simple: p0 to a rendertarget, then postprocess it by p1
and ofcourse pass some parameters ("j" is screen resolution, etc)
added on the 2011-02-04 15:43:00 by unc unc
and we lost the complete source of party version (luckily we had that exe to take part in the compo)
added on the 2011-02-04 15:46:38 by unc unc
what i love about the demoscene is that understanding (to whatever extent) how something was made does not make it any less awesome. cool stuff, unc!
added on the 2011-02-04 19:18:29 by skrebbel skrebbel
RESPECT & UVAZHUHA )
added on the 2011-02-04 20:38:38 by amgorb amgorb
Didn't we get enough of those during football World Cup 2010 ? ;-)
added on the 2011-02-04 21:02:50 by Punqtured Punqtured
skrebbel: word. And the fact that it's plain understandable does make it even more genius.
added on the 2011-02-04 21:24:58 by ara ara
Skrebbel: how about when we find out it was an animation? ;)

But in this case, word. My respect for it has gone up after looking at that evil shader.
added on the 2011-02-04 21:47:43 by psonice psonice
what everyone else said: thx unc!
added on the 2011-02-05 00:30:15 by RufUsul RufUsul
Wow, that source is the whole code... 0.0 Its amazing, the demo looks so massive in scale, and yet its source only a couple of pages long. So how are the structures generated? Where's the code for the paths? :o
added on the 2011-02-05 02:56:58 by Mewler Mewler
Talking about domain repetition... I tried sin/cos for domain repetition - works for abstract stuff.
Any other ideas for more complex "domain repetition"?
Code: p.x = sin(p.x); //mod(p.x, 1.0)-0.5; p.z = sin(p.z); //mod(p.z, 1.0)-0.5;
added on the 2011-02-05 12:29:41 by las las
plus odin, molodci, respect/uvajuha! vy zastavili ih zadumatsya :) sorry for spam
added on the 2011-03-25 18:40:06 by SLeo SLeo
wow thx unc and dune. finally I can put my mind to rest! :)
added on the 2011-03-25 19:08:33 by loaderror loaderror
until you watch it again! AND AGAIN!
Very nice explanation. Did a bunch of stuff like that myself. Too bad performance decreases exponentially with information depth. You can span infinite areas with unfortunately rather homogeneous structures. There are some optimization steps to it but in any case you'll always have to factor in _all_ information for every ray step you take.

It's such a beautiful way to create scenes and it scales so so badly. That makes me sad and angry.
added on the 2013-07-27 21:41:50 by paniq paniq
you can still gain variation by using your modulo cells' indices as random seeds for various parameters (object existence, rotation, type, shape, material, ..) or bending space in a weird way. there is only one pipe thingy in http://pouet.net/prod.php?which=61200,for example. for me, the apparent restriction forces me to describe geometry more elegantly than i would have done otherwise, so i consider it a good thing.

ok, but i concede the point that with this method you never end up where you thought you were going. if you have something specific in mind, it probably won't work out.
added on the 2013-07-28 10:04:29 by cupe cupe
Hum, the pictures that unc posted are gone, doesn soemone still have them by any chance?
added on the 2014-08-27 03:42:21 by numtek numtek
Quote:
by numtek:
Hum, the pictures that unc posted are gone, doesn soemone still have them by any chance?
archive.org does.
@Starchaser: awesome!
added on the 2014-08-27 10:11:53 by numtek numtek
3:16-4:03 in Röyksopp & Robyn "Monument" (Music Video)
reminds me of Cdak Both visually and audio.
added on the 2014-08-27 16:04:28 by tFt tFt
unc: are those images of the first page to be found somewhere else on the internets?
added on the 2015-03-28 17:26:42 by the_Ye-Ti the_Ye-Ti
BB Image
added on the 2015-03-28 17:33:55 by Gargaj Gargaj
Also, web.archive.org is your friend as always.
ah greatness, thanx
added on the 2015-03-28 18:24:33 by the_Ye-Ti the_Ye-Ti

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