smash information 436 glöps

- 64k Windows on by Mercury [web]
- by far the best designed and most interesting mercury production so far. very well done. a few really great moments in there.
it's like they pulled back and tried to just make something simple really well rather than overstretching, and succeeded. way better than timeless imo.
(dodge: if so then fantastic :) ) - isokadded on the 2015-04-10 18:13:04
- demo Windows Ziphead by Fairlight [web] & Carillon & Cyberiad [web]
- (official capture now fixed)
- isokadded on the 2015-04-07 21:43:37
- demo Windows Ziphead by Fairlight [web] & Carillon & Cyberiad [web]
- noby: the capture got mangled on its way through youtube :( im reuploading it now.
- isokadded on the 2015-04-07 21:01:23
- 64k Windows Small matters of the heart by Approximate [web]
- there are many things that are not perfect here - it aimed for the stars and "only" reached the upper atmosphere - but the amount and quality of work involved is just ridiculous. someone could spend a year doing this as a movie, let alone a 64k. i thought the concept/story was touching and it worked.
in a very tough compo this is my personal winner. - rulezadded on the 2015-04-07 19:13:26
- demo Windows Ziphead by Fairlight [web] & Carillon & Cyberiad [web]
- official youtube capture now up with 1080p 60fps support (in chrome).
- isokadded on the 2015-04-07 18:27:02
- demo Windows Photon by Fairlight [web]
- no mystery - just textures. for 1920x1080 and these kind of scenes 2k-4k textures are appropriate, and they are huge - up to 10mb each - and there are colour, normal and specular maps for everything. 70mb is not particularly large for a demo nowadays (we hit that kind of size 8 years ago..), and i had no desire to generate the textures.
instead the question should more often be raised - "if you are making 'realistic' content for a demo, why are your textures so small / so bad?" :) - isokadded on the 2015-03-28 11:13:30
- demo Windows Coronoid by Still [web]
- what is interesting and really great about this piece is that it shows what happens when a top quality designer gets his hands on (good quality and well-made) "standard demo" equipment and spends a load of time, care and effort with it: they make it awesome.
amazing work on the sound design as well.
i agree about triangle explosions in general although i think here they worked better than in previous still demos, but i do think the piece lost its way a bit in the middle in the cycle of explosions - but it found it again for the great landscape at the end.
what is perhaps sad about this is that it shows up many "coders trying to design" like myself for what we are: coders, covering up our lack of design abilities with technology, when we should have just dialed back and made proper use of what was already sat in front of us (if only we could). - rulezadded on the 2015-03-23 18:38:46
- demo Windows Photon by Fairlight [web]
- spike : nahhh, photon mapping used directly tends to look shit unless you have really huge numbers of photons. this is doing final gathering which gives a much nicer result (but at great deal of cost)
- isokadded on the 2015-03-23 13:26:03
- demo Windows Photon by Fairlight [web]
- Quote:
I'll just make a demo about it.
wasn't that what i told you to do in the first place? :) - isokadded on the 2015-03-21 13:28:40
- demo Windows Photon by Fairlight [web]
- yet you're the one mentally upscaling something you made on a cpu in 2001 to 2015's gpus and resolutions and calling it trivial.
either a) you have a complete understanding of the complexities and challenges involved in implementing something like realtime final gathering on a modern gpu, in which case i welcome an intellectual discussion any time - mail me, maybe we can help each other! or b) you're trying to make yourself look clever by criticising the techncal difficulty of something which you actually have no idea about. - isokadded on the 2015-03-21 13:20:23
account created on the 2000-09-14 11:23:11