Effects in demos that you don't know how they work
category: code [glöplog]
Many times in the past (mainly before 96) I would see some demo effects and would have no idea how they made it technically.
Nowdays it is a bit easier I guess, but there are still some astonishing effects, other subtle other not so much, that raise the eternal demoquestion : How did they do THAT ? (for example, the morphing between so dissimilar objects in 'feed your machine').
Whats yours ?
Robotnik's polygon voxels.
all the bling in the shitfaced clowns newton gba demo
best effeects are those what you have coded yourself and you have no idea why the fuck do they look like that and are so cool.
I still haven't figured out how the clouds from Fairlight's Death and Taxes work.
I still can't get how Jarno managed to fit in this small exe all those pictures of the TaTu girls blowing hyppos and giraffes.
OMGLOL!!!! THAT SAME DEMO SHOWS ME PICTURES OF NAKED ASIAN TRANSEXUALS!!!!!!11
how they got fortknight to compile
how is the sword being raytraced on the sphere in Second Reality? :)
well since camera is static it could be simple double textured sheres
I think it's a tunnel effect. A precalculated table of texture coordinates that's just scrolled.
Quote:
the morphing between so dissimilar objects in 'feed your machine'
looked like morphing between precalculated iso values for the objects and using marching cubes to generate geometry.
oh yes I see .. good point..... The marching cubes must have had quite a resolution though...
Well, the effects IS pretty slow.. anyone ever done a marching cubes on an adaptive grid (subdivide the grid where the function changes rapidly)?
Well, the effect IS pretty slow.. anyone ever done a marching cubes on an adaptive grid (subdivide the grid where the function changes rapidly)?
Quote:
anyone ever done a marching cubes on an adaptive grid (subdivide the grid where the function changes rapidly)?
Quite alot of lads have.
So why do metaballs always look like sucky metaballs, then? Where are the cool metaplasmas, metaparticles, metadifferential equations, metalandscapes?
why balls dont look like plasmas?
I have done 'metaparticles' if such thing exists..
Basically, what is happening is that the 1/sqrt per 'particle' calculation is too much work for the cpu, if you want to have a large number of particles. My idea was to render '3d blobs' to a x*y texture z times using 3d textures in opengl hence taking the balance off the cpu. I do the marching cubes later on the cpu.
The result is very interesting, but I wouldn't use it in a demo, 1 metaball or 100, I just don't find it too interesting.
However I am writting a different version of that which looks promising, and will find its way in a demo in the near future...
Basically, what is happening is that the 1/sqrt per 'particle' calculation is too much work for the cpu, if you want to have a large number of particles. My idea was to render '3d blobs' to a x*y texture z times using 3d textures in opengl hence taking the balance off the cpu. I do the marching cubes later on the cpu.
The result is very interesting, but I wouldn't use it in a demo, 1 metaball or 100, I just don't find it too interesting.
However I am writting a different version of that which looks promising, and will find its way in a demo in the near future...
Preacher: There have been quite alot of what effects you ask about. Maybe you should look around in some of the non-dezin prods.
I rather wondered a few times how UncleX and Curly manage to come up with cool concepts for almost every single release ;)
stefan, I've watched just about all PC prods from all major parties since the mid nineties. Maybe the effects just don't look as cool as I thought they would.. or maybe they just haven't been done properly. Care to give some pointers?
(contrary to what you might think, I do value "effect" prods.. and some day I might even make some, though with non-DXM colors)
(contrary to what you might think, I do value "effect" prods.. and some day I might even make some, though with non-DXM colors)
keops: they do it by being atomic supermen.
I guess how the "meta-worm" (?) part exactly works in Zoom3. It should be some sort of 3d antialiased bob -> volume rendered (similar but much more sharp one in flt's re-recycle)
In the very very beginnings I was rather fascinated by all the nice fx (scrollers, tunnels, bumps, fire, feedbacks, water, wobblers...) such as those in poohwer or in Pie (some of the first scene related stuff I ever saw).
In the very very beginnings I was rather fascinated by all the nice fx (scrollers, tunnels, bumps, fire, feedbacks, water, wobblers...) such as those in poohwer or in Pie (some of the first scene related stuff I ever saw).
preacher uhm tried 'Enlight the Surreal' or the clone series?