smash information 436 glöps
- diskmag Windows ZINE #12 by Brainstorm [web] & BitFellas [web]
- kusma: then this issue hits it right on the head! :D
- isokadded on the 2007-08-24 13:27:51
- diskmag Windows ZINE #12 by Brainstorm [web] & BitFellas [web]
- magic: "even on the demoscene.." :) i used to think that the demoscene was _about_ progress, and that nobody would want to stop it from happening. :)
(i know different now.) - isokadded on the 2007-08-24 13:17:07
- diskmag Windows ZINE #12 by Brainstorm [web] & BitFellas [web]
- enzymer:
"And why not make the old interface available too in issue 13, it’s much easier to navigate and use, of course not good looking, but after all I did download this to enjoy a good reading while listening to good music. This is the major formular of a magazine with success."
a web browser and mp3 player do this job perfectly. for that, wait for the web version. it's utterly pointless in 2007 to reinvent that in an exe. - isokadded on the 2007-08-22 10:27:18
- diskmag Windows ZINE #12 by Brainstorm [web] & BitFellas [web]
- im with mentor.
break: try turning off dof from the options menu, it's the performance killer (especially in high res). :) - isokadded on the 2007-08-21 11:09:48
- diskmag Windows ZINE #12 by Brainstorm [web] & BitFellas [web]
- amiga4ever: you should be able to hold down right mouse button and scroll around when zoomed in. (at least it works here.)
the hidden tunes - well, one should be pretty easy to find. the others require you entering certain words while not on the options menu. :) you can see the tunes on the options menu when they are unlocked. as for what words, my only hint is: *i* chose the words, so they arent necessary related to zine or brainstorm. :) happy hunting.
about the interface: yep, we took a risk and made a big departure from the "norm". change can be painful. :) but we felt it had to be done anyway. hopefully you can get used to it. if not, send feedback and we'l lsee what happens next time. :)
- isokadded on the 2007-08-20 18:36:54
- diskmag Windows ZINE #12 by Brainstorm [web] & BitFellas [web]
- hope you brought your decent pcs and highres monitors. :) bug reports to me, please.
- isokadded on the 2007-08-20 16:09:27
- 64k Windows Antiphore by Inque [web]
- on one hand you could say it's "just a load of cubes and pipes with some blur on", but that wouldnt do it justice - it's pretty good overall. clean. oh, and i really like that touch with the text effect - so simple, yet it adds a lot.
- rulezadded on the 2007-08-13 13:39:22
- demo Windows Sweet Home Under Synthetic Clouds by Cocoon [web]
- this sucks! no oldschool references, no cheap entertainment or crowdpleasing, it doesnt keep my goldfish-like attentionspan occupied, there's no nice code in it like fractals nicked from paul bourke (great looking, modern 3d engines, 3dscene handling and rendering techniques dont count as good code!), it's too big (graphics in demos should just be cubes or generated shit! then it could be 64k!), doesnt run on my c64.. it's clearly shit!
real comment: of course it should have won. graphics, music and engine are all class. hope you dont give up after this - good work is still respected.
- rulezadded on the 2007-08-13 13:21:39
- demo Windows fr-059: momentum by Farbrausch [web]
- the shapes made by the particles were quite nice, and the design was terrible. i got a bit more irritated every time the screen blurred.
framerate goes through the floor in some places on my gf7900 with p4 3.6 (4xaa, 1024x768), usually when the cubes get somewhere near the camera.
buut, you have to admire the info file for making something pretty standard (shaderconstant instancing) sound amazing and brand new, and like you just invented it. :D
anyway, seeing as we're talking about rendering shitloads of cubes.. dont know if you do this already, but have you tried a) using a cubemap to regenerate the facenormals in ps and then not using degenerate vertices (that'll cut your vertex pipeline work down to a fraction of what it is now), and b) sorting the cubes front to back to help out the pixel pipeline - that many polys with aa on will generate a massive number of pixels otherwise. im using both methods here, and it really helps things out. - isokadded on the 2007-08-13 10:51:50
- demo XBOX 360 STS-06: Microdots by Synesthetics
- looks like a completely different effect to we-cell to me. polygons, and shitloads of them, with a dof post process. looks rather good on screen and appears to run really well.
for me it's possibly the best looking sts demo, although it is a bit flashy and the scenes are all a bit too similar. and where's the little red ship? :) - rulezadded on the 2007-08-10 17:04:44
account created on the 2000-09-14 11:23:11
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