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UE4 engine vs. rendering quality of demos

category: general [glöplog]
Guys go create/find a "procedural generation" thread, this thread is about...(i almost forgot) using third party engines to do the heavy lifting to concentrate on the artistic vision of a prod.
added on the 2016-11-06 01:26:28 by LJ LJ
tomkh: they're not struggling with it.. they have no need for it.

and No Man's Sky sucks indeed but that's more because they underestimated the balance between procedural generated content and exciting gameplay and were unlucky that the outside world went apeshit on the 'procedural==infinite content' part of it. Procedural games CAN work, take Spore for example. Will Wright even mentioned he was inspired by the demoscene as well.
Elevated and gradient noise is like 90s style proceduralism. That's what JC was mostly reffering to, and in this sense, he was even right (just ignorant enough to overuse this "umbrella term").

We are talking here about true proceduralism. A kind of simulation-hypothesis style.
It is still not mature enough and under heavy investigation (apparently by imerso as well), but it's coming.
added on the 2016-11-06 01:37:35 by tomkh tomkh
SHOULD DEMO TREAT ENGINES AS CONSTRAINTS
liamislord: how about: no? ;) we have other constraints already that are more fun IMHO
added on the 2016-11-06 02:02:14 by tomkh tomkh
llamislord: I will dare to say that, although both Smash and Gargaj -- both very respected guys -- defended your mind, they are more like me and tomkh, I don't know why they said what they said, but I dare to say that deep in their minds they do agree with us.

Enough said. I will try to avoid visiting pouet now, sincerely, this is not doing any good to me.
added on the 2016-11-06 02:06:49 by imerso imerso
Agree with me???

Im just posing questions

In my own practice i dont touch that shit lmao
do it for recognition and you will get sick.
do it for yourself and you will get better.

competition vs self motivation.
added on the 2016-11-06 02:25:27 by 1in10 1in10
I'm not anti-Unity or pro-Unity. I'm pro-good-demo.
added on the 2016-11-06 02:26:19 by Gargaj Gargaj
Also imerso stop making these flame statements then ghosting just to get the last word its classic weak forum moves
llami%(*&: did you hear about flipcode, just to start with? i was answering questions about realtime computer graphics there before you discovered computers existed.

i was also answering about realtime computer graphics much before that site, back to 1986, on places that are long vanished.

i am not ghosting.

i just don't have enough time for you anymore. go fuck yourself.
added on the 2016-11-06 02:55:44 by imerso imerso
Ghosting

When a guy seems really into you then suddenly disappears.
I thought that he wanted to be my boyfriend, but it turns out that he was just ghosting me because he hasn't called in five days.

http://www.urbandictionary.com

i'm now really confused. should i read the whole thread or not..
added on the 2016-11-06 02:56:43 by 1in10 1in10
Quote:
Then, gamedevs like No Man Sky's are clearly copying ideas developed by demoscene and take all the credit ;)

I'm not sure if you're joking, but procedural content is hardly a demoscene idea. Especially not the way it's implemented in No Man's Sky, which apparently infringed on a patent awarded to a professor at a university in Belgium. I'm not even sure how well-known the demoscene is among commercial or academical graphics researchers, but it seems like it's mostly the demoscene that uses ideas from commercial and academic work, and not the other way around. The demoscene is obviously unique when it comes to small executables, but it would be interesting to know if any techniques that are more useful originate from the demoscene.
added on the 2016-11-06 03:01:37 by absence absence
and to be more precise, i started coding on asm zilog z86, on 1983.

i do have demos written by me in full asm as back as 1983, maybe i will find them on an old cassette, but i don't care.

i am not a "ghost". i know my shit.
added on the 2016-11-06 03:02:22 by imerso imerso
i remember doing integer texture mapping, yes fully software rendering, from a so long time that i dont even remember the year. it was probably less than 1990.

but yes, at that time it was hard to contact europe, we had only fidonet at some times, and it did not work very well.

i remember spending a lot of money to pay phone calls to get fidonet messages, but unfortunately my humble demos never got around, but still, i respect and love these guys who had the opportunity to be there.

i only remember that people around me was fully astonished by that. maybe my prods could have ranked at that time, but there was no way for me then.

people like you should think twice before treating others. you know nothing.

now some fucking youngster like you who know nothing comes here to question. fuck you, honestly. you know nothing.
added on the 2016-11-06 03:08:57 by imerso imerso
i have been there on rsi / trsi moments, i had an amiga at that time. i was just too far from them to manifest.

you youngsters are too arrogant, you destroy people without knowing a shit about them.

like some idiot near me, who thinks he knows everything. fucking retarded.
added on the 2016-11-06 03:16:36 by imerso imerso
wish i could be less paranoid, but i am not that all wrong. people are in average too fucking arrogant and retarded.
added on the 2016-11-06 03:18:20 by imerso imerso
absence: you are doing it again = misinterpreting my words. I have said "ideas developed by demoscene", but I didn't imply PCG originated in the demoscene first. It is true that PCG is dating back to the very beginning of CGI (even one of the first CGI movie "The adventures of Wally B" is using primarily procedural content) and they were many research papers around, but still, demoscene has great contribution to it - both on ideas and implementation front. If you are so into believing that academic and commercial world is the only source of new ideas, mind that many demosceners are part of academic world (and commercial too) and you may just mixing things up, by giving too much credit to academic "honchos" and commercial company owners that want you to believe that they invented everything (Thomas Edison or Steve Jobs style).
added on the 2016-11-06 03:19:33 by tomkh tomkh
If a ghost shits on your floor.
Do you smell it?
Does the ghost smell it?
Or does it make no sense to a ghost to shit?

Isn't dissing UE4 engine users blaming them of shit they don't smell.

Different planes of being.
added on the 2016-11-06 03:20:36 by 1in10 1in10
z80*.
added on the 2016-11-06 03:35:19 by imerso imerso
Quote:
absence: you are doing it again = misinterpreting my words.

Sorry, that wasn't my intention, which is why I said I wasn't sure if you're joking.
Quote:
If you are so into believing that academic and commercial world is the only source of new ideas, mind that many demosceners are part of academic world (and commercial too) and you may just mixing things up, by giving too much credit to academic "honchos" and commercial company owners that want you to believe that they invented everything (Thomas Edison or Steve Jobs style).

It's my impression that the ideas come from commercial and academic research, but I could be wrong, and would love to hear about examples where ideas come from the demoscene instead. But please, drop the FUD and conspiracy theories about theft of the work from the demoscene, and provide some concrete examples instead.
added on the 2016-11-06 03:37:12 by absence absence
One day, ll**&*%&, people like you will dare to thumb down things like second reality.

You shit.
added on the 2016-11-06 03:37:24 by imerso imerso
Where do dreams come from mommy?

Quote:
It's my impression that the ideas come from commercial and academic research
added on the 2016-11-06 04:06:30 by 1in10 1in10
*killing myself*
please dont post such things without sarcasm tags since we dont know you yet :/
added on the 2016-11-06 05:02:58 by LJ LJ

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