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Random "work in progress" shots

category: general [glöplog]
cupe: love the concept sheet!
added on the 2016-03-28 21:59:52 by susique susique
cupe: thanks for the info! Of course, without this stuff intro still looks awesome! I only withhold my thumb until I get back home and see it real-time (and how it performs;)) You guys raise the bar, but its great, makes the demoscene exciting again. Time to start working!:)
added on the 2016-03-28 22:24:39 by tomkh tomkh
cupe: I really like that crater ridden ocean bearing planet. :)
added on the 2016-03-28 23:17:22 by Zavie Zavie
Early draft.

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added on the 2016-03-29 01:36:02 by noby noby
Dropped scenes from 18756.2048D
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added on the 2016-03-29 02:08:32 by MuffinHop MuffinHop
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added on the 2016-03-29 04:55:35 by abductee abductee
Mercury. It's not exactly rocket sicence.

... or is it? :)
added on the 2016-03-29 07:59:12 by xTr1m xTr1m
Old screenshot from january with everything in a rough state. That synchronized video window was so incredible helpful.
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added on the 2016-03-29 13:21:37 by Psycho Psycho
I see you are using my RocketEditor. Awesome :)
added on the 2016-03-29 17:21:44 by emoon emoon
sorry for using the ancient version on that screeny, dunno how it sneaked into the repository... :) And since I didn't ran into you at revision: we miss a way to step less than a row up and down for precise timing inspection. Kusma mentioned that the protocol sends integers, so it may be hard to do in a compatible way (at least stepping forward could be done by pausing)
added on the 2016-03-29 18:33:49 by Psycho Psycho
Yeah as Kusma pointed out it will be a bit tricky but I will try to think of something. If you could file a issue over here that would be great :)
added on the 2016-03-30 10:46:42 by emoon emoon
Not really work in progress, more like behind the scenes, but whatever :)

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Before postprocessing:

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Final image:

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added on the 2016-04-01 22:21:47 by zoom zoom
zoom: Very cool. Thanks for sharing and esp the last scene is great.
added on the 2016-04-02 10:34:49 by emoon emoon
Roughly how many person-years of development goes into a demotool like that?
added on the 2016-04-03 07:02:30 by bloodnok bloodnok
One small nitpick.. why did you save on resolution generating the reflections? :) note: very small .. :D
added on the 2016-04-03 11:07:15 by leGend leGend
One small nitpick.. why did you save on resolution generating the reflections? :) note: very small .. :D

Because 255 taps for screen-space-reflections were a bit too much as it was :)
added on the 2016-04-03 11:19:37 by BoyC BoyC
A few wip screenshots from the 4k intro we released at Revision'16:

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added on the 2016-04-04 23:56:22 by shash shash
@shash: Nice!
added on the 2016-04-05 00:03:07 by gaspode gaspode
@shash I particularly like the B/W fake wireframe pattern of the first screen. It reminds me a bit of Futura we released at Synchrony in January in 256 bytes, but yours looks nicer ;)
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@Baudsurfer: It was just a pattern to avoid getting lost and having a sense of scale in the scenes, before I started working on the concrete texture/s :)
added on the 2016-04-05 11:04:05 by shash shash
less "visual" than your awesome 64k intro demotools, but here is a work-in-progress shot of my C64 4kb intro with the onscreen debug info :)

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added on the 2016-04-05 16:13:11 by rez rez
not really a wip.. unfinsished and unused city from our latest demo :)

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added on the 2016-04-06 18:48:42 by ntsc_ ntsc_
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screenshot of an intro which became nautilus dreaming

Increasing epsilon with each iteration of raymarching and decrement maxdistance and maxitterations by an (inverse) factor of an incrementing epsilon (and your marching distance)

Raymarching converges more linearily for all possible environments. Allows muck higher close up detail and extreme max render distances.

Linerar convergence also allows to add reflections for the cases that converge fastest. 5- reflection levels and a moon that is more too scale is visible and reflecting earth on it.

A hall of mirrors reflects near infinitely. After 10 reflections it's just too small for your resolution anyways.

Source code on reddit.
added on the 2016-04-06 20:01:47 by ollj ollj


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