Navis information 709 glöps
- general:
- level: user
- personal:
- first name: Nauza
- last name: Putra
- portals:
- slengpung: pictures
- demozoo: profile
- cdcs:
- cdc #1: Second Reality by Future Crew
- cdc #2: Timeless by Tran
- cdc #3: Cronologia by Cascada
- cdc #4: B10 by Satori [web]
- demo Windows Violent Nature by Andromeda Software Development [web] & Minimalartifact [web]
- stage7: I think it is probably your idea, although there is a "random hitler thread" thingie which I saw when it was too late.
Tomorrow I ll write something about how it works. - isokadded on the 2013-07-29 00:19:15
- demo Windows Violent Nature by Andromeda Software Development [web] & Minimalartifact [web]
- I am terribly sorry about the incompatibilities. I havent had an nvidia card for about 8 years now, and these shaders seem to behave so differently between the different vendors. Sounds like it is not just my sloppy coding but there is something else that is in general wrong. Then again, these are demos where very strange things are supposed to happen inside the shaders, some of which are hacks that would randomly work. I need to fix this before next time.
- isokadded on the 2013-07-28 21:50:41
- demo Amiga AGA Sensorium Hyperaesthesia by Software Failure [web]
- best ham demo so far, helped a lot by AO burned textures.
- rulezadded on the 2013-07-28 21:45:45
- demo JavaScript obsidian by xplsv [web]
- I followed a little bit of the creation of this demo, which makes it a bit special to me. Best part the city and the constant transformation of the objects in the center.
- rulezadded on the 2013-07-28 20:13:11
- demo Windows Violent Nature by Andromeda Software Development [web] & Minimalartifact [web]
- Hi all,
it is very unfortunate that there seem to be problems with the nvidia chipsets (I have since fixed all shader errors but the problem is still there, maybe it is a matrix corruption that I need to find in the c code somewhere).
The demo follows a similar concept to our last year demo mitochondrio but on a macro (space) rather than micro (chemistry) scale. The pattern is "steady state - mutation - attack - assimilation".
Music is a remix from Ps - the lost religion of light? Sizewise yes I could have done it in a lot less but you'd need to wait a bit more at startup; 60mbytes isn't that much these days. The demo works really well at 1080p if you can run it at acceptable framerates. The image sequence inside is a source (through edge tracing and other heyristics) of organic random functions that drive lots of things in the visuals. I thought it would have been a good idea and it probably is - try it yourself!
Anyway, we had fun making it and fun presenting and being at the party with the spanish demosceners. Until the next time... - isokadded on the 2013-07-28 19:17:58
- demo Windows Variform 2 by Kewlers [web]
- the guy at the beginning is sitting on a teapot.. how funny is that...
- isokadded on the 2013-05-24 16:26:59
- demo Windows Mathog by PlayPsyCo [web]
- Sorry, this is probably the worst big demo I have seen in a while, and a major step back for playsycho in terms of design. It is a "what not to do" bible, that contains horrors such as the decision to add this horrible postprocessing twisting effect over the nice voxelized mesh.
- sucksadded on the 2013-05-05 12:50:15
- demo Linux Windows MacOSX Intel 1 Finger by Kewlers [web]
- Great "in your face" demo with rather nostalgic visuals and music which I dig. There is nothing better than watching the compo and the name kewlers comes up. The lights dont cross the objects, I think it is quite obvious, nice effect. Even the millionth recreation of the very same demo will have my thumb up!
- rulezadded on the 2013-04-04 22:10:11
- demo Windows 5 faces by Fairlight [web] & Cloudkicker [web]
- I had written a very long message why your demo is shit, but the demon of pouet ate it. Oh well...
Just joking. This is fab! I don't particularly like the music but I think after the tenth time it will grow on me. I'm wondering how much of this can be done with the traditional pipeline - much faster but at 90% of visual accuracy? I'm talking about reflections/isosurfaces (m.cubes? - there are triangles there) and the bounce off the floor "physics". Or is it real rigid bodies? You see, that's the problem I have with this demo. It uses amazing technology but is oh so restrained. A lot of the time you see a big mess (in a good way) of super shiny tetrahedra/other solid bits that, as far as we can tell, could be doing some sort of environmental mapping of a static geometry - and party like it is 1999. Now here is an idea: mix the textures of uncovering static (diffuse) with five faces (reflective) and you have the ultimate winner. - rulezadded on the 2013-04-04 13:23:49
- demo GamePark GP2X Tyropite by optimus
- I like the gouraud cubes and the "antialiased" text
- rulezadded on the 2012-11-26 14:32:12
account created on the 2001-07-13 06:11:11
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