Gargaj information 7080 glöps
- general:
- level: user
- personal:
- first name: Gergely
- last name: Szelei
- portals:
- csdb: profile
- slengpung: pictures
- demozoo: profile
- cdcs:
- cdc #1: Xaos by Mist
- cdc #2: Saint by Halcyon & Da Jormas [web]
- cdc #3: 604 by AND [web]
- cdc #4: 0010 1010 by Federation Against Nature [web]
- cdc #5: kolonija by kosmoplovci [web]
- cdc #6: synthematik by Outracks [web]
- cdc #7: There by Still [web]
- 4k Windows were having light satellite disorder by Lucid
- lol :D
- rulezadded on the 2007-08-23 01:17:12
- 4k Windows Rose shank by xzm & tAAt [web]
- solstice did this first.
- isokadded on the 2007-08-23 01:15:34
- 4k Windows Candystall by Pittsburgh Stallers [web] & Loonies [web]
- love the music, hate the sound :D
- rulezadded on the 2007-08-23 01:11:06
- 4k Windows stiletto by Rgba [web]
- great coding feat, but i so cant stand the music :D
- rulezadded on the 2007-08-23 01:10:52
- demo Windows I bring nothing to the scene by Kjernekar
- great, my 6 year old meshes finally used :D
gloom: ALERT ALERT GLITCHVST OVERUSE :D - isokadded on the 2007-08-23 00:38:13
- wild Wild Bier 2007 by Chefkoch
- scene.org award candidate.
- rulezadded on the 2007-08-22 01:13:47
- wild Wild Demolition Therapy by Corypho
- Zbig Rybczynski inspiration smelling a mile off - except that he still kept it somewhat musical... A great concept that could've been executed better.
- rulezadded on the 2007-08-21 21:10:01
- wild Wild Our Home Planet by Drifters [web]
- HARDWARE ACCELERATION IS KILLING THE OHP COMPO!! (c) mentor
Seriously, brilliant effort, but as far as I saw, most things didn't work out (sand) - maybe next year? - rulezadded on the 2007-08-21 20:45:19
- game Windows XBOX 360 Mad Stick by Siffo
- ...and then basically trx and i looked at eachother around 3 in the morning and just went "fuck we gotta stop playing with this at SOME point"...
- rulezadded on the 2007-08-21 20:34:24
- 4k Windows Galiwm by Ümlaüt Design [web]
- remage: the AO is "real", in the sense of the concept i guess - basically what i do is to check every vertex to every other vertex and compute an angle from the normal and their difference, and if the angle is less than a threshold, i assume the second vertex is occluding the first one, and i shade down the diffuse color a bit. it's a horrible horrible solution, but it's surprisingly fast (especially if you limit down the range of checked vertices to only the ones that give a result) and accurate enough to give you the little shading around the higher cubes :D
- isokadded on the 2007-08-21 05:55:17
account created on the 2001-08-10 21:46:26
