A.D.A. Amiga Demoscene Archive

        Welcome guest!

  

  

  

log in with SceneID

  

Demos Amiga Demoscene Archive Forum / Parties / Revision 2014
 Page:  ««  1  2  3  4  
Author Message
corial
Member
#1 - Posted: 29 Apr 2014 19:07
Reply Quote
Ah,fully recovered now and back to writing new stuff. This Revision was top cool, inspiring and lots of other positive things. I now doubt hard,if this actually was my last one - damn, I almost sound like Elude now :D. Top demo by Elude btw....imo the most "complete" one you've made.

My own intro was very weird this time,but I had lots of fun to make it and it gave me motivation to throw myself at new stuff now. I had planned to do a grand release, but inspiration left me and it was time to something different. It was more a production suitable for whacky Trsac ,but it was too far away and I wanted to release something.

Not sure there will be more releases the next couple of months,but there WILL be more :)

jack_3d
Member
#2 - Posted: 21 May 2014 09:02
Reply Quote
TBL released final version of Rift which is really much improved.

Maybe it is OT, but as a 3D guy I still dont understand how TBL did the sculpture object? Everytime I watch the demo I carefully watch that scene and object asking myself how this is possible? Just dont tell me it is animation ;o)
corial
Member
#3 - Posted: 21 May 2014 18:00
Reply Quote
Funny,actually. Today I also wondered if it was an animation. The level of detail seems extreme and so does the speed. However,emoon is damn skilled,so I can't rule out anything. But the speed of the sculpture compared to the more simple objects is still equally fast or even faster. Goodlooking stuff no matter what it is.
emoon
Member
#4 - Posted: 21 May 2014 19:31
Reply Quote
It's not an animation :)

The sculpture is about 1100 triangles and it's running and the scene is running at 25 fps (2 frames on 060/50 Blizzard) what gives it the detail is that the texture map is 1024 x 1024 in res with as far as I know something that people haven't done before. I also have a full mipmap chain for the texture in order to improve cache performance (and it also looks better) when it's zooming away.

The scene is running in 320 x 200 and 8 biplanes where the lower 128 colors are used for the base texture of the statue and the upper 128 is used for the background color.

I of course precalc some stuff to make it run faster but it's still texture-mapped triangles being rendered.
jar
Member
#5 - Posted: 26 May 2014 11:18
Reply Quote
My guess would be that all the vertex transformations, triangle sorting and triangle setup constants are precalculated and stored as a compressed stream. The demo would then basically just have to decode the stream commands and render 2d triangles..
emoon
Member
#6 - Posted: 26 May 2014 18:59
Reply Quote
Vertex transforms and triangle setup is all real-time
jar
Member
#7 - Posted: 27 May 2014 10:17
Reply Quote
cool, even more impressive!
jar
Member
#8 - Posted: 27 May 2014 10:19
Reply Quote
btw. do you have any plans for another ps2 demo? 4 edges was really nice!
emoon
Member
#9 - Posted: 27 May 2014 19:18
Reply Quote
Thanks :) I have some ideas but no real plans no
dodge
Member
#10 - Posted: 21 Jun 2014 09:41 - Edited
Reply Quote
Final Version of our intro went up:

get it here: mds-sc.lha
magicnah
Member
#11 - Posted: 11 Jan 2015 16:00
Reply Quote
Jamie2010: did you do the optimisations on the framerates ? :)
Easter is early this year :)
magicnah
Member
#12 - Posted: 2 Apr 2016 09:31
Reply Quote
Sorry to bump this old thread.. But i just need to know... ;)

jamie2010:
It's a shame but our demo is really to slow to be released, some effects was rewritten but it will be not enough to have a correct framerate, i need to spend more time on optimizations:(



@Jamie: hope you can find some time to optimize this demo and release it for example next year at Revision.
This demo should never ever for all eternity stay hidden in the Skarla vault ;)
 Page:  ««  1  2  3  4  

  Please log in to comment

  

  

  

 

A.D.A. Amiga Demoscene Archive, Version 3.0