Psycho information 467 glöps
- general:
- level: user
- personal:
- first name: Henrik
- last name: Münther
- portals:
- demozoo: profile
- cdcs:
- cdc #1: Tint by The Black Lotus [web]
- cdc #2: Iconoclast by Andromeda Software Development [web]
- cdc #3: Stargazer by Orb [web] & Andromeda [web]
- 4k Windows Absolute Territory by Prismbeings
- the geometry is *really* simple meaning you can trace a shitload of rays without doing anything special (so doesn't take too much space either), so I'm not that impressed by the technical side. But the music and direction, oh, the direction!
- rulezadded on the 2017-04-16 01:27:49
- demotool Linux Windows MacOSX Intel Oidos by Loonies [web]
- Visy: you'll simply need a newer nasm (ie been there done that)
- isokadded on the 2017-04-14 07:05:41
- demo JavaScript Shift by FMS_Cat [web]
- simply too slow for what it does, style saves it a piggie
- isokadded on the 2017-02-21 00:40:42
- demo Amiga OCS/ECS Makt by Spaceballs [web]
- Pretty much what kylearan said
- rulezadded on the 2017-02-12 21:21:56
- 1k Amiga AGA Fluid Fire by Loonies [web] & Unstable Label [web]
- What Dave Haynie said
- rulezadded on the 2017-02-12 19:45:54
- 4k Windows Glittermorphosis by Eos
- Beautiful and polished for a 4k. And what radiant and gargaj said.
- rulezadded on the 2016-12-30 16:33:36
- 4k Windows Bubble Trouble by Loonies [web]
- cupe: I don't think there are any NaNs, or pitch black that shouldn't be there - remember there is only a single bounce (with 4 rays per pixel in the normal version), so you can't get too far away from lit surfaces. If there is a problem it's more likely the random distribution that may miss some directions.
You are right that the lightning from the balls looks a bit weird sometimes (especially when a new one pops), I'll mostly attribute that to the nature of the ball field (as also witnessed in the shadows in the first ball scenes before they are turned on - especially in the (old) youtube version), and probably exaggerated by the lowered precision for diffuse/shadow(/diffuseshadow) rays. - isokadded on the 2016-11-14 20:38:09
- 4k Windows Bubble Trouble by Loonies [web]
- The needed transformation is described here: https://developers.google.com/vr/jump/rendering-ods-content.pdf
So, instead of the normal perspective ray setup:
Code:vdir = normalize(rotatey(rotatey(float3((1.*DTid.x / WIDTH - .5) * aspect, .5 - 1.*DTid.y / HEIGHT, 1).yxz, pitch).yxz, heading))
I do: (skipping the pitch rotation as it just makes you sick anyway)
Code:float h = (DTid.x*1. / WIDTH - .5)*6.283 + heading, p = (.5 - frac(DTid.y *2. / HEIGHT))*3.1415; campos += float3(cos(h), 0, -sin(h))*.02 * ((DTid.y>HEIGHT / 2) ? 1 : -1); // small world - 4 cm eye spacing vdir = float3(sin(h)*cos(p), sin(p), cos(h)*cos(p));
Quite straightforward in a raytracer - doing the stereoscopic 360 for a normal rasterizer would be a lot more involving.
And then "just" render out to a movie stream in 3k*3k*60hz :) - isokadded on the 2016-10-28 20:52:07
- 4k Windows Bubble Trouble by Loonies [web]
- 3D 360 degree video version for VR headsets (takes a while to render that video): youtube and download
- isokadded on the 2016-10-27 22:14:49
- 1k Windows Escalated by Onslaught [web]
- Since this wasn't specifically announced as 1k in the compo, I mostly had the feeling of "why make a worse remake of elevated", but as 1k it totally rocks.
- rulezadded on the 2016-10-24 12:09:41
account created on the 2002-04-03 23:10:20