Starchaser information 1081 glöps
- general:
- level: user
- personal:
- first name: Alastair
- last name: McBain
- portals:
- slengpung: pictures
- demozoo: profile
- cdcs:
- cdc #1: Behind the Curtain by United Force [web] & Digital Dynamite [web]
- cdc #2: muoto by Traction [web] & Brainstorm [web]
- cdc #3: Blitzgewitter by Titan [web]
- cdc #4: Optical Circuit by 0x4015
- 64k Windows delight by Mercury [web]
- Ah, just watched it again. :) Forgot I hadn't thumbed it up the last time I did so. How to make a single room exciting in 64k or less. ;)
- rulezadded on the 2016-09-26 06:28:42
- demo Windows Sosincs Vége by The Adjective
- Very ah... interesting. Fits the trend of the last demos. Not really my cup of tea, and could probably use a bit of polish. Not quite a thumb, though. Is ok.
- isokadded on the 2016-09-15 00:54:11
- demo Windows Mit nekem te zordon Kárpátoknak fenyvesekkel vadregényes tája 2 by Tesco Gazdaságos Demócsapat [web]
- Echoing most else: I don't understand Hungarian either, but the rest of the content is pretty good. :)
- rulezadded on the 2016-09-15 00:48:59
- 256b MS-Dos Neon Station by Digimind
- Oh. Forgotten thumb, of course.
- rulezadded on the 2016-09-14 02:02:55
- 256b MS-Dos Symetrie by Řrřola [web]
- Very pretty
- rulezadded on the 2016-09-14 01:45:11
- 256b MS-Dos Neon Station by Digimind
- Wow!
Quote:by Digimind:
Re: sources.
Even first c++ version is unreadable due to optimization, so short explanation would be better.
Re: rendering.
There is not much choice for 3D with a free camera in 256b world, so raytracing is used.
Re: camera movement.
Camera position is a Lissajous 3D curve with 2 sinewaves. Camera direction is calculated as a derivative of position to always look forward.
Re: maze generation.
There were no bytes left for maze generation so I had to reuse camera movement code. I just initialized 3D array to mark all cubic cells as non-empty. Then during precalculation I send the camera through this array for thousands of iterations and mark each visited cell as empty. Since camera path varies slightly with each iteration, it clears a lot of space. In this way there is also a nice property during rendering that camera never touches the wall - automatically.
Very nice! - isokadded on the 2016-09-14 01:43:22
- demo Windows Rainbow Clash - Modern Art by United Force [web] & Digital Dynamite [web]
- I think you guys have figured out your demotool pretty well. ;)
- rulezadded on the 2016-09-13 23:19:25
- 64k Windows Universal Sequence by Conspiracy [web]
- Awesome as always. Amazing audio sync.
- rulezadded on the 2016-09-12 06:08:32
- demo Linux Windows Raspberry Pi Raspberry Psy by Desire [web]
- That's really cool, tech and all. :)
- rulezadded on the 2016-09-11 20:37:34
- 256b MS-Dos Contact by Red Sector Inc. [web]
- I'm sure a lot of work went into this, which is why I won't thumb it down, but it just seems a lot like your previous works: a bunch of 3D grayscale stuff and a "flyby" camera path. Even with the addition of sound, it's just not that exciting. The first ones were, because it was novel then. So, pig it is.
- isokadded on the 2016-09-06 04:52:52
account created on the 2013-04-01 02:08:31
