rv6502 information 68 glöps

- general:
- level: user
- personal:
- first name: Stephane
- last name: Hockenhull
- demo Commodore 64 Coma Light 13 by Oxyron [web]
- Impressive
- rulezadded on the 2012-11-20 05:51:58
- 16k Windows Ikanim Megamix 2012 by Loonies [web]
- Niiiiiiiiice, very enjoyable.
A refreshing intro.
gets extra points for standing out in this era of "let's just thrown random junk data at the screen and sound card" demos.
- rulezadded on the 2012-11-20 05:28:58
- 64k invitation Windows epsilon by Mercury [web]
- clean, good music, enjoyable.
- rulezadded on the 2012-01-02 02:45:43
- wild Wild Oscillofun by Atom Delta [web]
- this is neat!
put on tinfoil hat
encrypt message
encode crypted message into barcode
encode barcode into oscilloscope trace
encode oscilloscope trace into flac
encrypt flac
store flac into mpeg4 video stream wasted space
encrypt video
email using PGP
transmit SMTP packets by carrier pigeons trained to use cyanide pills when intercepted - rulezadded on the 2012-01-02 02:31:58
- 4k procedural graphics MS-Dos bubblez by rv6502 [web]
- @Moerder: the scene isn't stored anywhere, that would require even more size-overhead code to store and retrieve the data, instead its being regenerated on the fly for every (ray * reflections * transparencies).
its an atrocious design in terms of speed *giggles*
It would cost a lot in code size to generate bounding volumes since the scene data itself does not "exist".
Because of this the raytracer requires very little ram, no matter how complex the scene.
its only "dynamic" memory requirement is bound by the limit set to transparency & reflection recursions (right now (transparency+reflection) depth < 4).
I haven't measured it but its probably using somewhere around 16KB (aside from VRAM) out of the 192KB allocated.
now, all I need is a 10Ghz SuperCPU cartridge. - isokadded on the 2012-01-02 00:46:01
- 4k procedural graphics MS-Dos bubblez by rv6502 [web]
- @frag: can probably fit in 1024 if I remove the VGA code and/or the VESA detection code, the VGA version still has all the VESA code in it but with an empty mode list :P
I was hoping to use the remaining space to add features to the raytracer and create some much more interesting scenes, and not just a bunch of spheres ;)
those would increase processing time non-linearly.
since its a still-image code-crunching non-realtime category, having such a short time limits and optimising for speed vs size seem counter to the original idea.
compare the time limit of http://en.wikipedia.org/wiki/Hutter_Prize#Rules
- isokadded on the 2012-01-01 12:43:00
- 4k procedural graphics MS-Dos bubblez by rv6502 [web]
- Happy new year sceners!
its 1616 bytes, still lots of room for more features but its already way too slow for most 4K procedural gfx competitions (30sec limit)
- isokadded on the 2012-01-01 06:56:15
- demo Windows Ainor 2
- neat
- rulezadded on the 2011-12-16 03:23:52
- demo Windows The Wind Under My Wings by Andromeda Software Development [web]
- awesome music, technically nice geometry boolean operator code and stuff...
its a total polygon f*ckfest, but an enjoyable one :D - rulezadded on the 2011-03-02 23:57:17
- 64k Windows imagine by TGGC & CodingCat [web] & BluFlame [web]
- cute
- rulezadded on the 2011-02-27 03:05:58
account created on the 2001-11-19 17:03:55