cce information 1450 glöps

- general:
- level: user
- personal:
- cdcs:
- cdc #1: Secret Rooms
- cdc #2: Overdrive 2 by Titan [web]
- demotool Commodore 64 Wild Llama2.C64 by Elysium [web]
- State of the art
- rulezadded on the 2025-04-30 13:40:25
- demo Amiga AGA Skywards by Darkage [web]
- Thumb for SoDa7's song and the broken glass effect in the credits sequence.
The clip art imagery wasn't that good and the shiny "commercial" style makes me feel a bit ill tbh. Perhaps I have higher standards than most for AI generated images because I know that training your own style LoRA isn't really difficult. You only need a handful of images, patience to follow along a YouTube video, and ten minutes of training time on a gaming GPU. As a result you get much more control on the style without any tedious "prompting" games.
If the only thing you're showing are 2D images then it makes sense to make sure they show up correctly. Visible black stray pixels around the only moving object on screen are impossible not to notice and really don't combine well with the default Bing Image Creator illustration style. To me it looks like quantity was prioritized over quality, which is again not a great idea when the audience knows that you have complete control over everything shown during a demo, yet still chose to do that.
Also there was a lot of aliasing. I wonder if a lower image resolution would've made things look more consistent. All transforms seem to be combinations of uniform scaling and rotation, so mipmaps would've at least helped with minification without sacrificing any sharpness.
Finally, if this demo was made to provoke a reaction, which I'm not sure of, then you should have a skin thick enough to take the heat. - rulezadded on the 2025-04-29 15:45:04
- demo Nintendo DS Comendo64
- It's NDS :) And a neat Sierpinski triangle zoomer.
- rulezadded on the 2025-04-28 20:03:58
- demo Windows Anamie by Hack'n'Trade & Razor 1911 [web]
- Rotating text mode you say? Really pushing the limits here.
- rulezadded on the 2025-04-27 15:30:36
- 4k Windows Hexer by LJ
- Thank you for this 4k, LJ. It's cinematic and even kinda creeped me out even though the horror cliches made me laugh out loud when watching the compo. Storytelling is not easy with this strange technical medium of ours, yet still you do it.
- rulezadded on the 2025-04-27 15:29:16
- demo Amiga AGA entropy chamber by Logicoma [web]
- Love it. Looks and sounds great, even "contemporary" I'd say, and sparked some discussion on the chat on how the hell it was done :) The answer is "100% ASM!!!" of course.
Definitely felt like watching Absolute Territory back in Revision 2017. - rulezadded on the 2025-04-27 15:26:17
- demo invitation Windows Summis Vita In Armento by Jumalauta [web]
- Actually really funny
- rulezadded on the 2025-04-27 15:21:05
- demo Windows WALKMAN by Altair
- My favourite of the compo. Super solid. I love Altair!
- rulezadded on the 2025-04-27 15:20:31
- demo Nintendo 64 Real-time tech demo "Castello" by Macau Exports
- Some technical info below, see the Bluesky thread for pictures.
The idea is to do texture-space shading, which makes it possible to write arbitrary surface shaders without hardware support. In this case it's optimized further by fitting a 256-color palette to the normal map, and then computing lighting only for each entry in the palette for speed.
Instead of showing just single objects, I wanted a realistic building with baked vertex lighting. Perhaps it was too ambitious for this demo 😅 Anyway, after a lot of deliberation, I split ambient and direct sun lighting in vertex color RGB and alpha channels, respectively.
Both ambient and direct light respect normal maps. Ambient uses image-based lighting and the direct light is just a single directional light. Environment lighting is provided by a greyscale irradiance map (think of a blurred cubemap) and is later modulated by vertex colors.
The castle model in the demo is based on this 3D reconstruction by Sketchfab user andxet: https://sketchfab.com/3d-models/zumaglias-castle-bi-italy-8ef740a8ca31498c9e8f73b1c27a3298
I retopo'd and textured it myself. I'm still very slow working in Blender so the model was left in a pretty rough state in the end. Recommended tool: https://github.com/wjakob/instant-meshes
I group the geometry by material and surface direction and compute tangent spaces at export time. Each of these groups shares a palette so as a whole their lighting will be correct only in the average sense.
The tangent-space is *not* interpolated at runtime, which shows up in faceted lighting.
The skydome consists of a 32x64 texture that repeats horizontally and a cut sphere with some vertex coloring. I think it looked alright in the end, even though it is blurry.
Regarding bloom, it's done on the CPU and composited back as a white quad with an alpha texture. A bit slow and buggy though :)
Finally, the white "egg" was supposed to be just a test model that I replace with something else. Well, that didn't happen! It's a perfect sphere but due to projection precision issues (!) it got stretched. Later I wanted to put a cat sit on top of it but sadly couldn't make it look right on time.😿 - isokadded on the 2025-04-27 15:18:48
- 64k Windows Tension by Digital Dynamite [web] & Aenima [web]
- This is so good!
- rulezadded on the 2025-04-25 23:28:02
account created on the 2009-12-07 15:57:53