fizzer information 911 glöps
- general:
- level: user
- personal:
- cdcs:
- cdc #1: Luminati by Tran
- cdc #2: Spin by Andromeda Software Development [web]
- cdc #3: Offscreen Colonies by Conspiracy [web]
- cdc #4: vestige by erpholia
- demo Amiga OCS/ECS HAM Eager by Platon
- I couldn't stop laughing.
- rulezadded on the 2021-04-06 22:22:39
- demo invitation Windows Escapist Island by vacuum [web]
- Not my cup of tea!
- sucksadded on the 2021-04-06 22:21:13
- 4k procedural graphics Windows Bull
- Super nice modelling work and composition.
- rulezadded on the 2021-04-05 12:51:23
- 4k procedural graphics Windows You Are Here
- I'm there.
- rulezadded on the 2021-04-05 12:50:24
- demo Windows A New World Awaits by Peisik [web] & ____blnk
- The grand experiment finally bears wonderful fruit.
- rulezadded on the 2021-04-05 11:08:17
- 4k procedural graphics Windows Making Good Progress by Fizzer
- I guess I'll make a more detailed write-up later, but since some people are asking already:
The positions, orientations, and motion data were all generated offline and stored in the executable with a delta-encoding scheme. The placements of the blocks you see in the photos at the back (the built 'tower') is procedural, but the deltas for the foreground positioning and motion are stored as data.
I in fact ran a full rigid body simulation of the blocks being hit by a sphere. To do this I used the opensource ODE library so I can do some hacks and easily access the simulation state directly with C++ code. Yes, this required the same procedural tower-building code to exist in both C++ and GLSL.
The photos are not rendered separately: They act as 'portals' so that any rays hitting them are teleported back to a camera position and some global variables are tweaked so that the lighting setup is different and the tower of blocks is at a different stage.
There is only one rendering pass, although it is split into tiles to avoid driver timeouts. In any case each pixel is calculated only once, and by one pixelshader.
I hope that clears a few things up for now! I'll provide sourcecode and detailed descriptions of the compression method etc. later. - isokadded on the 2021-04-04 22:23:20
- demo Windows fr-041: debris. by Farbrausch [web]
- Congrats on your 800th thumb up. Here's to another decade at the all-time top!
- rulezadded on the 2021-03-23 23:25:34
- demo Amiga OCS/ECS Hologon by The Electronic Knights
- I'm no Amiga expert, but this demo is definitely impressive for A500.
- rulezadded on the 2021-03-16 23:27:28
- 512b procedural graphics BK-0010/11M Free Navalny by Hacktivists
- A brave man indeed.
- rulezadded on the 2021-03-10 21:09:34
- invitation Animation/Video Together by Us
- Someday, we will all be back in the E-Werk. Together.
- rulezadded on the 2021-03-07 22:26:51
account created on the 2011-12-14 21:51:30
