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Effects in demos that you don't know how they work

category: code [glöplog]
I'm sorry, I was drunk. *blush*
added on the 2006-01-26 12:52:38 by kelsey kelsey
How did they *ever* achieve scrolling on c64 ????
added on the 2006-01-27 07:54:30 by Zweckform Zweckform
I'm still trying to fathom how the hell Heaven Seven by Exceed's tracer is so damn fast, what with all the software interpolation and CSG etc.
added on the 2006-01-27 08:41:21 by ferris ferris
i did not understand tp5intro, but that is most likely my understanding of any code before `00
added on the 2006-01-27 08:47:25 by the_Ye-Ti the_Ye-Ti
1. Michael Abrash
2. Digital Murder Jumpy Demo and "porting" inverse kinematic animation to demoscene
3. Atari ST demo "darkside of the spoon", especially that fullscreen part that works on any ST

im off to local bar
added on the 2006-01-27 16:49:39 by moredhel moredhel
1. Michael Abrash
2. Digital Murder Jumpy Demo and "porting" inverse kinematic animation to demoscene
3. Atari ST demo "darkside of the spoon", especially that fullscreen part that works on any ST

im off to local bar
added on the 2006-01-27 17:10:58 by moredhel moredhel
zweckform : scrolling on c64 was documented (or described) even in the book that came with a new c64.. no big deal..
added on the 2006-01-27 17:22:41 by medron medron
1. Michael Abrash
2. Digital Murder Jumpy Demo and "porting" inverse kinematic animation to demoscene
3. Atari ST demo "darkside of the spoon", especially that fullscreen part that works on any ST

im off to local bar
added on the 2006-01-27 17:27:14 by moredhel moredhel
supah leet double bbs topic create fix test topic
*pwnd*
added on the 2006-01-27 18:01:21 by apricot apricot
and for fadeout:

me hits with 4-bit syncscorller

try to beat dis
added on the 2006-01-27 18:27:50 by moredhel moredhel
moredhel, beat what? your ignorance? :-)
added on the 2006-01-27 18:51:07 by havoc havoc
<medron>:

oh yes ?? Well i should have read this damned thing then.

</medron>

So all c64 are just based on that manual...can i remove my thumbs up for the c64 prods i voted ??
added on the 2006-01-27 19:12:49 by Zweckform Zweckform
yes, all effects in c64 demos are actually typed in from the c64 manual. damn, we c64 coders had hoped to keep it a secret, but now it's out :(
added on the 2006-01-27 19:23:23 by cruzer cruzer
i had that manual, but didn't bother to read it! oh, no! all the fame i missed! :(
added on the 2006-01-27 19:26:18 by kusma kusma
Well you know what they say: RTFM!
added on the 2006-01-28 00:21:19 by noouch noouch
I'm not sure if I get how this starflare effect works:
BB Image


From lobstarr's 'click clack' . I'm sure it was done before this, but this is the nicest I've seen.
http://pouet.net/prod.php?which=12827

Was it jus ta bunch of random alpha-gradient polys sticking out of the center?
added on the 2006-02-12 12:23:46 by GbND GbND
GbND: I suppose having a look at the data folder could give a hint.
added on the 2006-02-12 12:59:03 by chock chock
Quote:
Atari ST demo "darkside of the spoon", especially that fullscreen part that works on any ST


Moredhel: There is not particular difference between a fullscreen part that works on any st, and one that does not work on every ST. I don't consider the fact of having one more or less NOP here and there a particular kind of effect.

Basicaly some people got a lot of different machines around to test their prods on it, and some did not.

In my particular case I made an autobooting floppy that 'tested' the machine in which it was inserted, tried to open the various borders by incrementing delays until it fits, then until it fails, and saved a small text file in the disc with addition infos from the ROM (to check if it was an old ST with 1.0 rom, a STF, STE or MegaSTE, ...) then I've been visiting almost every single computer shop in my native town, and tried my disc on every machine. Also did it in all my friends machines, and in some parties as well.



added on the 2006-02-12 15:26:58 by Dbug Dbug
Quote:
Was it jus ta bunch of random alpha-gradient polys sticking out of the center?
Looks like that, though the polys are not random.. if you look closely, you can see that they rotate around the Z-axis. I think making them wave with a bunch of sines would do better work in making it look "starry".

In DOS ages such effects were usually done by drawing a sinewave into a texture and then using the standard table tunnel/radial mapping technique to wrap it radially to the screen. Drain by Vista includes a very nice example, whixch I think is better than this one. Works fine in DOSBox.
added on the 2006-02-12 18:52:59 by Preacher Preacher
Also Suburban's prods (i.e. Overtone) have really nice examples of those shiny & designish flares.
added on the 2006-02-12 23:59:55 by bdk bdk
GbND, Preacher: i can't reveal too much about the technique (patent-word etc), but i can tell you that it involves forward photon-tracing with deformable light-frustum intersections. penumbra/umbra is taken care of with a radial distribution-map and a couple of spherical harmonics computed at load-time.
added on the 2006-02-13 01:19:01 by kusma kusma
patent-word = patent-work.
added on the 2006-02-13 01:19:23 by kusma kusma
kusmabite, would you like a big xml with that?
added on the 2006-02-13 01:20:45 by Hatikvah Hatikvah
stefan: yes please. please also provide me with an XSL to format the XML to work with brainfuckvga. kthxbye.
added on the 2006-02-13 01:55:52 by kusma kusma
use precalcuated sinetables, something like:
BB Image
added on the 2006-02-13 08:13:45 by jmagic jmagic

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