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Demos Amiga Demoscene Archive Forum / Coding compos / Rubber challenge!
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emoon
Member
#1 - Posted: 5 Sep 2014 13:10
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I will not be able to make to Gerp :( Hopefully I will get one done later!
Paradroid
Member
#2 - Posted: 6 Sep 2014 09:11
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Just submitted my entry. Hopefully I won't be made to make a v2 after seeing the other entries :P
booger
Member
#3 - Posted: 6 Sep 2014 10:18
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Sadly I won't be able to finish my rubber in time for Gerp. I'll try to finish it as soon as possible though.

Looking forward to seeing some great rubber action tonight!
Blueberry
Member
#4 - Posted: 6 Sep 2014 20:27
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As it happens, I will also have a hard time finishing mine in a decent state. So maybe we should collectively postpone the shootout until FAP?

As far as I have gathered, Paradroid is the only one who has submitted a rubber entry so far, and none but Slummy's are on the way.
Angry Retired Bastard
Member
#5 - Posted: 6 Sep 2014 20:48
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doh! I just submitted mine in a terribly unfinished state. :D

Blueberry
Member
#6 - Posted: 6 Sep 2014 20:51
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OK, so provided Paradroid agrees, it seems postponing is best for everybody. :)
Angry Retired Bastard
Member
#7 - Posted: 6 Sep 2014 20:53
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Weeell, I'm actually quite ok with releasing now, in the spirit of supporting Gerp + already having committed to actually deliver there.
Angry Retired Bastard
Member
#8 - Posted: 6 Sep 2014 20:54
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Also, by releasing now Paradroid and I can claim all you other guys based your effects on our groundwork when you *finally* complete them. ;)
Blueberry
Member
#9 - Posted: 6 Sep 2014 21:16
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OK, on to releasing an encrypted version, so I can prove I had it running all along. ;)
Paradroid
Member
#10 - Posted: 6 Sep 2014 21:24
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Of course, everyone else may see our entries and give up :-P Compos starting in less than an hour, looking forward to seeing at least Slummy's entry on the stream :-)
Blueberry
Member
#11 - Posted: 6 Sep 2014 21:57
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OK, here we go: link

Not a substitute for a release of course. Sorry. :(
Blueberry
Member
#12 - Posted: 6 Sep 2014 21:58
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And yes, I am also looking forward to the compo. And to FAP. :)
z5
Admin
#13 - Posted: 6 Sep 2014 23:13
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@blueberry: has fap been officially announced yet for 2014? Amiga wise, one of the most exciting parties in the last years so i hope it will take place again this year (and attract even more sceners/more releases).
Blueberry
Member
#14 - Posted: 7 Sep 2014 00:03
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Well, sort of...
Paradroid
Member
#15 - Posted: 7 Sep 2014 01:22
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Sweet Slummy! :-)

I'm guessing similar tech, but you went for max res possible where I just left it at my usual res. not worth doing a v2 just for that unless I can improve the frame to height ratio significantly.
Angry Retired Bastard
Member
#16 - Posted: 7 Sep 2014 11:44 - Edited
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woah! I *love* the polish & presentation of your effect.
In a way I'm now even more ok with the unfinished state my intro was submitted in. None of the tweaks I had planned would've taken the presentation to that level. :D
You clearly did a cooler effect here. :)
Not sure if I'll follow up and do more (or even just a final of this) now but maybe if Blueberry and the other guys continue to push the challenge...
Paradroid
Member
#17 - Posted: 7 Sep 2014 12:26
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I'm still waiting to see your up close ;-)

How many cube images did it make use of per frame? I could make mine go to the maximum possible size, but I doubt I'd be able to go beyond height/2 for the ratio of frames and I'd probably need to lose the backdrop colours to free up a bit of time too.
Angry Retired Bastard
Member
#18 - Posted: 7 Sep 2014 14:06
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I'm actually going with the "store entire 'images' for each frame" approach and have around 530 in memory at once. A lot more could've been done to show it all off though. In the intro I twist stuff back and forth a lot for effect but I do show 1:1 inside all of that mess. :)
Paradroid
Member
#19 - Posted: 7 Sep 2014 14:18
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oh, so not similar at all then.
Angry Retired Bastard
Member
#20 - Posted: 7 Sep 2014 14:40
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Nopes I guess the similarities stop at how they're actually rendered. My approach for "getting to that point" is probably somewhat more brute force / less clever. :D
z5
Admin
#21 - Posted: 7 Sep 2014 18:03 - Edited
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Two very different but surprisingly enjoyable rubber intros. Surprising in a sense that i thought it would just be an effect to show of coder skills but it turned out to be two enjoyable intros instead with music and synch. Pity there weren't more entries. I would have thought that smaller scale projects would be easier to finish and release than full scale demo or intro projects.
Blueberry
Member
#22 - Posted: 7 Sep 2014 21:17
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Two awesome rubbers indeed! I am somehow glad I didn't manage to finish mine, as it would have been so boring compared to these freaky shows. ;)

I need to rethink my overall concept somewhat to make it stand out as something special compared to these. Though the basic technical ideas still hold, I believe. :)
Blueberry
Member
#23 - Posted: 8 Sep 2014 11:20
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Oh, and let's not forget the four cute rubber cubes in Z-Crew's intro. Strength in numbers! :)
booger
Member
#24 - Posted: 8 Sep 2014 16:33
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I agree with Blueberry; I'll also have to rethink some details in order to get my rubber to stand out.

Slummy's and Paradroid's rubbers were insanely good - both technically and visually. It'll be a hard task to figure out something even cooler :D
Blueberry
Member
#25 - Posted: 30 Sep 2014 20:10
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My rubber has been through a substantial refurbishment and is now on track to (hopefully) stand out from the crowd.

At the risk of double hubris, I am officially aiming for a TRSAC release. You know, for the being-there-when-it-happens factor. Anyone else wanna join in? :)
Paradroid
Member
#26 - Posted: 19 Oct 2014 09:16
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Nice cu..b... octohedron! :-)
Blueberry
Member
#27 - Posted: 19 Oct 2014 19:35
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Yet another rubber showdown. :)

It's funny how approaches can differ so much. When I brainstormed back at the beginning of the challenge, I quickly arrived at the idea of not storing rendered frames at all (compressed or not), but rather storing rendering state for the cubes in such a way that they could be rendered incrementally one scanline at a time. This limits the time skewing you can do to a simple linear skew, but it didn't occur to me that people would deviate much from that anyway. How wrong I was! ;)

Keeping track of all edges in sorted order to enable incremental rendering gave me more trouble than I had expected, so it didn't quite work when the Gerp deadline arrived. The state of affairs at that time can be seen by decrypting the archive I posted a link to above using the password "SeeingIsBelieving98438783". You can see the glitches propagating downwards now and then.

Even then, I decided to stick to the approach after seeing the Gerp entries. That would just be one of the ways in which it would be different. And different is good. ;)

As for the actual "rendering", it is also fun to see the differences. We all set bitplane pointers per scanline. Slummy selects two bitplane spans and overlaps them to create up to three color spans. Paradroid selects three separate spans for each of three bitplanes. I select up to five unterminated spans (only left edge) to create up to four color spans.
Angry Retired Bastard
Member
#28 - Posted: 20 Oct 2014 00:00
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Blueberry: Really liked your entry! I expected something really cool and wasn't disappointed at all! :D

The "Rubzilla sequel" blew up in the compo due to shoddy testing but in the end I was just happy to get it out (fixed version just released on pouet).
The hires version was originally intended as the last part of Rubzilla but I ran out of time for Gerp. I then procrastinated until right before TRSAC instead. Stretching it all out to 1:45 without too much time or new ideas (and with the additional memory hit for the hires spans x2 to compensate for lowres hardware scroll) was the main challenge at that point. :)
Paradroid
Member
#29 - Posted: 20 Oct 2014 12:16
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Fantastic, although it does render the sequel I was working on, Fuyu no Gomu, a bit redundant as it can't go any bigger than that without a hardware modification :P
UnlkA0
Member
#30 - Posted: 14 May 2018 17:43
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Hello there,

I love this effect and enjoyed all of your releases guys :)

I have some questions, maybe you can help.

Do you apply a twist effect on the 3 axes during the cube rotation?

* OR *

Do you apply a simple vertical twist effect after each cube rotation?

* OR *

Do you play with the cubes vertexes, and by doing it, it makes the cube twisting?

Sorry if my questions seem silly :)
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