r0k information 4 glöps
- general:
- level: user
- personal:
- first name: O.
- last name: Kaeferstein
- 4k Windows Parsec
- Quote:
Sadly most of the impressive coding in demo scene is now
confined to the art of fitting as much as possible into an arbritrarily
small space
As you say it. The days were coders showed up their skills with 'hacking' the hardware through assembly tweaks are gone, since actual hardware changes faster than most of us can afford it.
Thus, for 'sceenish' comparism of x86/d3d/ogl coding skills, only the size of the executable is left. Some likes the graphics, some likes the sound but, indeptht, code is the thing which glues everything together and sequences your experience.
So, currently, code has no hardware boundarys, it's just limited to 'legal' API tricks. Especially within the x86/4096 byte competitions ;) - rulezadded on the 2005-05-31 00:07:01
- 4k Windows Mojo Dreams
- for all those who asked about a final version.
mojo-4k_final.zip
Took some time, but hey... we did it :)) - isokadded on the 2004-03-20 01:19:06
- 4k Windows Looking for the east by Fuzzion [web]
- stylish eye candy!
- rulezadded on the 2003-04-24 10:10:34
- 4k Windows Mojo Dreams
- Quote:
pro:
music is a midi, right?
Quote:
ector:
"your" algorithm? THIS IS A BLATANT _RIP_ OF ATI:s ATMOSPHERE SCATTERING DEMO..
yeah he did some size optimizing and landscape generation but any code monkey can do that..
music:
no, it's not midi. samples are.
samples are chunk based read from gm.dls including finetune, unity note and loops. no hardcoded fileoffsets.
music consists of 6 XM like pattern, 128 rows each.
the sequencer takes those patterns and hands their row entrys to the mixer.
thus the player can be seen as an MOD/XM/S3M like routine with samples feed up by stuff found in the "sample feed file"
unfortunally flanger and echo sounded ridicoulous, so they where excluded for the party version. (frequency calcs also listenably lacks a bit, but will be fixed in final)
algo & code:
since frenetic and me has fulltime job's, we does not scedule a 4k within a month (see ATI/LightScattering.zip/app.exe or the pixelshader timestamps)
somewhen around mid summmer/autumn last year, frenetic told me about doc-mojo's algos to generate nice terrains, far more realistic than those quaddivider or perlin-noise ones.
also he mentioned that, readed all doc-mojos's articles and from a coders point of view, stripping down doc-mojos code to the basic implementations could match the 4k boundary.
this where the time our 4k intro idea was born. enriched with light-scattering, skydome, visible clouds, camera movement and sound, we managed it to fit in 4k.
and if a coder of Westwood-Studios (see ati's/readme.txt) had the same idea/conclusion.. what the heck ??
within the "scene", i can remember, more than once, that different coders had the same idea and noone claimed about "plain ripoffs". just look at the inner loops.
and hey!, 4096 bytes are 2 times 2 kilobytes, which means that the complete source of the intro fits on 2 typewriter written pages. Thus why is the landscape so much different to ATI's implementation ?
uphold correctness!
- isokadded on the 2003-04-23 21:14:34
- 4k Windows Industrial Light and Magic
- it is a nice tune :))
thats why it's called "industrial", the raytracing is "light" and the 4k boudary is "magic"..
thus you know why its named like this *gg* - isokadded on the 2002-04-07 17:43:09
- 4k Windows Industrial Light and Magic
- nice to did a winning intro with you after 7 years scene silence... last was magic64 in 1995!
old wolves still has sharp teeth ;)
- rulezadded on the 2002-04-03 00:51:13
account created on the 2002-04-03 00:46:14