Random "work in progress" shots
category: general [glöplog]
not even IT 2.15 *ts ts ts* ;)
Quote:
not even IT 2.15 *ts ts ts* ;)
Sometime around 2011~12 I tried to contact Pulse at every address I could find regarding registering, and never heard back. Should try again, better late than never I guess. I still want to slip him some cash for IT sometime.
@Navis: Assembly is coming? :)
Navis: that looks extremely promising!
ah yes, things in front of a blooming sun, never fail.
Obviously ASD. :P
Obviously Giorgio Moroder.
No shots, but little update from my blog this day for those interested :
44-byte Conway's game of life, 48-byte .pcx viewer and 1463-byte .mod player (bug-fix for channels & mixing frequency)
Enjoy !
44-byte Conway's game of life, 48-byte .pcx viewer and 1463-byte .mod player (bug-fix for channels & mixing frequency)
Enjoy !
Navis hopefully the baby is becoming, not falling apart?
@visy:
That is a bunny, right? I really hope it is!
That is a bunny, right? I really hope it is!
You meant to say: "Your flying cock has no balls"?
Navis: looks like an sphere, and not a sun
rudi: sun is quite hard to do, as you can't really see it with your naked eyes but only in filtered photographs. You don't normally see films of the sun with the sun looking yellow (usually it is setting - red).
Other than that, I don't know if it is a sun. Maybe sun, maybe the moon:
Other than that, I don't know if it is a sun. Maybe sun, maybe the moon:
Quote:
Sometime around 2011~12 I tried to contact Pulse at every address I could find regarding registering, and never heard back. Should try again, better late than never I guess. I still want to slip him some cash for IT sometime.
You can just compile it yourself and even name it Impulse Tracker 2.99 if you want!
Compiling the stereo WAV writer requires a bit of code editing as I found out, though, but apart from that the code pretty much compiles out of the box.
^^ Yes, I know ... have been meaning to try that too ;) So many projects at once!
This is a legit stage of 'work in progress', so I'm posting it. Also, check out my NOS vintage hipster 74-minute CD. Took it out of the factory shrinkwrap to make this.
This is a legit stage of 'work in progress', so I'm posting it. Also, check out my NOS vintage hipster 74-minute CD. Took it out of the factory shrinkwrap to make this.
provod: plans to make a realtime scene out of it? :)
Not sure if we're ever going to need this.. I don't foresee an Aardbei 64k in the near future. But it's fun to play around :)
The lib adds about 2k compressed, that includes image loaders and a text generator. Plus whatever the shaders end up being. Atm all shaders together are about 1k compressed, they're compiled at build time so no d3dx dependency.
For comparison, the old atglib adds about 6.5k :)
23 ms on a HD6870 for this texture, 1024x1024.
The lib adds about 2k compressed, that includes image loaders and a text generator. Plus whatever the shaders end up being. Atm all shaders together are about 1k compressed, they're compiled at build time so no d3dx dependency.
For comparison, the old atglib adds about 6.5k :)
23 ms on a HD6870 for this texture, 1024x1024.
I don't foresee an Aardbei 64k in the near future : too bad the world is waiting for that...Call back rob , Inopia and Ile to the rescue
I'd be very cool but I'm pretty sure none of us have as much spare time as we had 15 years ago. Kids, wives, jobs, you name it.. I've been working on HD versions of some of our old intros (ptct, different noise, cashcow and my own 4k intros) with support for todays screen resolutions, hi-res textures, multisampling and some postprocessing done to the music where needed, and even those never seems to get finished ;)
looks so cool
Here are screenshots from our proof-of-concept intro released at Nordlicht 2015. Enjoy! :)
Prototyping: http://prntscr.com/7hq53x
Glow: http://prntscr.com/7hq63o
SDF text: http://prntscr.com/7hqr8o
Procedural meshes: http://prntscr.com/7hs5pc
Basic lighting: http://prntscr.com/7hs74f
Procedural textures: http://prntscr.com/7hswq8
Texture mapping: http://prntscr.com/7ht8mp
Pipeline unification (part 1): http://prntscr.com/7hx3b0
Basic terrain: http://prntscr.com/7hxrzy
Post-processing chain: http://prntscr.com/7hy2gq
Pipeline unification (part 2): http://prntscr.com/7hylm2
Raymarching against depth and backbuffer: http://prntscr.com/7ieqym
Deferred shading preparations: http://prntscr.com/7iiiok
SSAO: http://prntscr.com/7iij70
Pipeline unification (part 3): http://prntscr.com/7iijg6
Time spent: 1 week
Result: stonyfogged
Prototyping: http://prntscr.com/7hq53x
Glow: http://prntscr.com/7hq63o
SDF text: http://prntscr.com/7hqr8o
Procedural meshes: http://prntscr.com/7hs5pc
Basic lighting: http://prntscr.com/7hs74f
Procedural textures: http://prntscr.com/7hswq8
Texture mapping: http://prntscr.com/7ht8mp
Pipeline unification (part 1): http://prntscr.com/7hx3b0
Basic terrain: http://prntscr.com/7hxrzy
Post-processing chain: http://prntscr.com/7hy2gq
Pipeline unification (part 2): http://prntscr.com/7hylm2
Raymarching against depth and backbuffer: http://prntscr.com/7ieqym
Deferred shading preparations: http://prntscr.com/7iiiok
SSAO: http://prntscr.com/7iij70
Pipeline unification (part 3): http://prntscr.com/7iijg6
Time spent: 1 week
Result: stonyfogged