Navis information 710 glöps
- general:
- level: user
- personal:
- first name: Nauza
- last name: Putra
- portals:
- slengpung: pictures
- demozoo: profile
- cdcs:
- cdc #1: Second Reality by Future Crew
- cdc #2: Timeless by Tran
- cdc #3: Cronologia by Cascada
- cdc #4: B10 by Satori [web]
- demo Windows Erased by vall@day [web] & Padua [web]
- Great tune ! The graphics were also very well synched, good camera work. I think it should have been #2, but then again the voting was very tight for places #2-#4.
- rulezadded on the 2007-05-14 13:38:39
- demo Windows GamePark GP2X Re-re-recycle by optimus
- A demo with some substance and great tune. It is designed well and has a soul.
- rulezadded on the 2007-05-14 10:55:04
- 64k invitation Windows Outlined - Outline 2007 64k invitation by Orb [web]
- yeah ok, the perfect invitation. Keops is special.
- rulezadded on the 2007-05-09 13:31:51
- intro Windows KXXT by wx
- one (if not THE) most 'WTF' demos ever made. I raise my hands, this is beyond my comprehension...
- rulezadded on the 2007-05-08 17:16:39
- invitation Linux Windows pixelshow 2007 invitro by The Lab [web]
- yeah it must be an unfound conspiracy that a 1996 effect runs like 50 times slower than it should be...
- isokadded on the 2007-05-06 20:17:10
- demo Windows deities by mfx [web]
- just to comment again how great this demo is...
- isokadded on the 2007-05-04 12:37:15
- invitation Linux Windows pixelshow 2007 invitro by The Lab [web]
for a well tesselated object the normal should be very close to being a unit, even with linear interpolation, giving you almost the same visual results.
All that doesn't change the fact that you have a 10 line shader to do something that pre 2002 demos did much faster in plain opengl.- isokadded on the 2007-05-04 10:22:23
- invitation Linux Windows pixelshow 2007 invitro by The Lab [web]
- geez, you can't make a comment these days.. anyway,
I don't know how or why but while 'The little prince' by kolor runs at solid framerate (a 2001 demo mind), this invitation runs at like 10fps (both demos feature cell shading, also little prince has a few more polygons per scene :-)). If you can explain that...
My fair bet is again the shaders, namely obj.p.glsl which has all these operations and still manages to look like something you could do with a 1D texture look-up or some sort of clever environmental shading using opengl 1.0. I mean you even normalize a vec3 coming directly from the vertex shader - wouldn't it be better to normalize before passing it through ?? Then you have effectively 1D texture look-ups using 2D textures "texture2D(tex, vec2(d, 0.55))". Wastefull. Just a though :-)
- isokadded on the 2007-05-03 11:38:08
- demo Windows Negative by Sense Amok
- I actually changed my mind. This is awful and encapsulates all the reasons why our scene is 10-15 years behind modern times. If only people took their time (like, a couple of weeks) working on productions before the party and not during, our demos would be alot more polished and smooth. Hopefully we'll get to see some proper new-skool demos in 2007 in Pixelshow.
I also make a parallel between the philistine 'Amigaaaa' sceners and those who are suckers for 0000ff env-mapped cylinders rotating inside a stolen cubemap. - sucksadded on the 2007-05-02 17:11:23
- invitation Linux Windows pixelshow 2007 invitro by The Lab [web]
- Does the trick, a few comments:
The first image is probably the most wtf fugly thing I've seen in years. Just count: 4 fonts (2 of them being pseudo-3D), fake 'shadowing', layers with different amount of 'antialiasing', ms-paint horrible spray effect with FF00FF color...
Then the logo of pixelshow: Somebody took the original, minimalist B&W logo designed by amoivikos and ass-raped it by adding splashes of 'cool' FF00000 gritty textures and then bilinear-filtering enlarge it to make it fit. I bet you didn't even ask for his permission or approval for this crime of style.
Anyway, back to that demo: The ducks dancing are nice albeit very slow (like sub 10fps on a 9550) due to pixel shader nightmares involving several normalize, pow etc.etc. (cell-shading ofcourse can be done with plain-vanilla opengl or simple shader operations which would give you 100fps+ for a simple scene like this).
There is a bug with the text going up - there is some sort of step and instances where you see some horizontal lines on top of letters.
Anyway, thumbs up carrying the message across. - rulezadded on the 2007-05-02 16:00:55
account created on the 2001-07-13 06:11:11
