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Realtime Visualization Methods in the Demoscene. Realtime Visualization Methods in the Demoscene Boris Burger, Ondrej Paulovic, Milos Hasan burger@nextra.sk, twinsen@mayhem.sk, milos.hasan@inmail.sk Department of Computer Graphics and Image Processing Faculty of Mathematics, Physics and Informatics Comenius University Bratislava / Slovakia Abstract This paper introduces a concept of the ''demoscene'' phenomenon arising mainly among the lines of students who share interest in computer graphics and multimedia creations.

The paper discusses the tight relationship between realtime visualization techniques and the subject of our focus which will be the so-called demos and intros. These are together the most attractive production type among the respective categories of creations the demoscene produces and also the ones most dependent on the methods introduced in the field of computer graphics - conceptual, mathematic or algorithmic. KEYWORDS: realtime, rendering, demoscene 1 Introduction 2 Evolution of demomaking 3 Present trends 4 Our work. IBNIZ. Ideally Bare Numeric Impression giZmo IBNIZ is a virtual machine designed for extremely compact low-level audiovisual programs. The leading design goal is usefulness as a platform for demoscene productions, glitch art and similar projects.

Mainsteam software engineering aspects are considered totally irrelevant. IBNIZ stands for Ideally Bare Numeric Impression giZmo. The name also refers to Gottfried Leibniz, the 17th-century polymath who, among all, invented binary arithmetic, built the first four-operation calculating machine, and believed that the world was designed with the principle that a minimal set of rules should yield a maximal diversity. Community: #countercomplex @ IRCnet See also a related blog post. Version 1.1800 (released 2012-01-04) Source code for Unix-like systems and whatever has SDL Windows executable Documentation Contributions Git repository (use latest git version for code contributions)

Www.iki.fi/sol - Breakdown. An Introduction to Programming C-64 Demos. Puterman puterman@civitas64.de aka Linus Åkerlund Contents What is this Document About? This is a document about coding demos on the C-64. With the additional help of some references, you should be able to learn how to code demos by reading this document and writing some code. Why Did I Write This Document? There were several things that got me started writing this document. First of all, I didn't know of any good tutorial about demo programming on the C-64. Another reason was that people sometimes ask me things about coding, so in a way this is also some kind of an FAQ.

The most important reason, though, is that I want people to learn to code demos on the C-64, and if the availability of a document like this can make someone start coding, that'd make me very happy. I'm not claiming to be a good coder. Contributors Thanks to BlackJack for reading through the text and suggesting changes.

Before we start programming we should probably ask ourselves two questions: Why program demos? Why Demos? The Art of Demomaking. Demomaking originated when crackers wanted to leave their marks on programs they had cracked. At the beginning, this mark usually was a simple screen of ASCII graphics, but they very quickly evolved into impressive effects. Obviously rivalry between different groups appeared, and competitions started to take place. The most talented people from the demo-scene have now broken away from the illegal aspect of software piracy and hacking, but the "Dark Side" still remains.

Nowadays legal demo-parties can attract thousands of people, but only a few of which are serious demomakers. The others are mostly curious gamers, that tag along for the good atmosphere and the network games. To give you an idea of what a demo is, go to You can also find recent productions, results from the parties, and anything else you need to know about the current demo-scene at. The Demo Effects Collection. Democoder.ru - сайт о том, как делать демы. Opensource demo engine evoTinyEngine « simppa.fi/blog. Coding demos is all about having fun. It’s a hobby and therefor it should be as pleasant as possible. Demo is a combination of frameworks, effects, graphics and sound. Handling all of that data isn’t an easy task. It can turn into a very neglectful pile of code and in worst scenario list of foolish performance costly if-statements.

When coding a demo the main focus is always on effects. My opensource demo engine evoTinyEngine is designed to serve two goals: Maximum performance and effect creation efficiency. It has three elements: Assets, Engine and Modifiers. Idea is that you create Modifiers that use stuff from Assets to draw into a shared bitmapdata. This way you separate sequencing from effect creation. 1. preprocessing // first render 2. effect // second render 3. postprocessing // third 4. overlay // last I rarely use the preprocessing.

Read this pdf to get more detailed information. Here’s the hello world code: assets = new Assets(720, 405); engine = new TinyEngine(assets); Řrřlog::downloads. Here are some of my productions created over the years. Most of them are works in progress. They are released under the ICS license: do whatever you want with them, but at your own risk. Executables are compressed with UPX. Graphics Intros Intros are programs with tiny executable size, usually displaying an interesting realtime effect. Also check out Pouët.net for more realtime eye-candy. Dírojed (Hole eater), 32 bytes My demoscene debut: a simple cellular automaton, updating one pixel at a time. Paralaxa, 32 bytes Parallax planes creating an illusion of 3D.

Vycházka (Jaunt), 64 bytes Another cellular automaton; rules vary with screen position. Slejvák (Downpour), 64 bytes Rain! Čtverečky (Little squares), 85 bytes Rotozoomed texture with feedback creates chaotic spirals. Výheň (Furnace), 99 bytes Fire! Mixér, 128 bytes Radial lines with blur. Symetrie (Symmetry), 256 bytes A strange attractor randomly choosing among three Moebius transformations with changing parameters. Puls, 256 bytes (YouTube) Net Tutorials - OpenGL and Direct3D - C++ 3D Lighting Mesh Texturing Vertex Buffer Blending Alpha Test VBO DevIL. OpenGL & Direct3D Tutorials These tutorials aim to show the common stuffs (and differences...) between the two most frequently used API in real time 3D. It is not about saying that one is better than the other, which is a nonsense. Those libraries are just tools for transforming our imagination into something visible on the screen. Using one API instead of the other is just a question of feeling, and maybe also of technical constraints (OpenGl would be more suitable for developing a 3D application on Unix for example).

In my opinion, I prefer OpenGL because of its simplicity and Direct3D because of its speed (on Windows ...). Tutorials relating to Direct3D have been developed with the DirectX 8.0 SDK. They can be converted quite easily into the latest 9.0 version. And now, have a nice code! Note: the following tutorials do not use oZone3D engine. DARK BIT FACTORY :: DEMOSCENE CODING WEBSITE. Xplsv. An Introduction to Programming C-64 Demos. Next_inactive up previous Puterman puterman at fairlight st aka Linus Åkerlund Contents What is this Document About? This is a document about coding demos on the C-64. With the additional help of some references, you should be able to learn how to code demos by reading this document and writing some code. Why Did I Write This Document? There were several things that got me started writing this document. Another reason was that people sometimes ask me things about coding, so in a way this is also some kind of an FAQ. The most important reason, though, is that I want people to learn to code demos on the C-64, and if the availability of a document like this can make someone start coding, that'd make me very happy.

I'm not claiming to be a good coder. Contributors Thanks to BlackJack for reading through the text and suggesting changes. Update note I've updated this a little bit. Before we start programming we should probably ask ourselves two questions: Why program demos? Why Demos? Why C-64 The CPU. Plasma effects | mennovanslooten.nl. I recently tried to recreate the famous plasma effect that was often used in the demo scene. Since I didn't know a lot about it and how to achieve it I had to do some research first. I thought I'd write a little bit about what the effect is and how I ended up implementing it. Click inside the square on the right to see the plasma effect in action. Click again to stop the animation.

First a little disclaimer: usually, these effects are coded by very smart, very math-savvy programmers that know their target system inside and out. None of these attributes apply to me so I just brute-forced my way through the implementation making convenient choices whereever possible: The canvas is 32 units wide and 32 units high.

After some research I found that the principle behind the effect is really simple. The first function Remember that the output of the function should stay in the 0-256 range. A simple example of the type of function we're looking for is then: f(x) = sin(x / 40.74). Animation Colors. Displayhack | Because code is beautiful.