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Old April 27th, 2007, 11:54   #1
CKemu
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Cool Scene

I love scene stuff, whether it's for Amiga, Windows, PS1 etc you've got to appreciate some of the 'far out' ideas and excellent music.

I'm a fan mostly of demos and 64K stuff, but many of the games released by the 'scene' are addictive to say the least. Thought people could share some shots of their favourites, or atleast be introduced to them.

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FR-041: Debris
Farbrausch


Rather bizzare demo with as you can see...alot of cubes, what cracks me up is this demo is 181KB, smaller than a few of the images attached
Attached Images
File Type: jpg fr-041_01.jpg (227.4 KB, 50 views)
File Type: jpg fr-041_02.jpg (192.2 KB, 37 views)
File Type: jpg fr-041_03.jpg (164.4 KB, 34 views)
File Type: jpg fr-041_04.jpg (189.1 KB, 29 views)
File Type: jpg fr-041_05.jpg (204.9 KB, 25 views)
File Type: jpg fr-041_06.jpg (124.1 KB, 54 views)
File Type: jpg fr-041_07.jpg (141.4 KB, 72 views)
File Type: jpg fr-041_08.jpg (116.2 KB, 26 views)
File Type: jpg fr-041_09.jpg (186.1 KB, 30 views)
File Type: jpg fr-041_10.jpg (196.3 KB, 20 views)
File Type: jpg fr-041_11.jpg (201.2 KB, 68 views)
File Type: jpg fr-041_12.jpg (139.0 KB, 24 views)
File Type: jpg fr-041_13.jpg (116.2 KB, 18 views)
File Type: jpg fr-041_14.jpg (125.8 KB, 23 views)
File Type: jpg fr-041_15.jpg (186.1 KB, 68 views)
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Old April 27th, 2007, 12:16   #2
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ah! ive tried that one recently, its based on the "produkt" something thats based on germany (that was 64kb afaik)
both loads slow though, as its generating textures and geometry in realtime perhaps?
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Old April 27th, 2007, 13:50   #3
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it loads slow cos its packed to death, the demo scene was always sneeky like that, even in the 64k demo days. you can write a demo a few meg in size, write a decent packer for it and pack it to death, voila, youve got a 64k demo

just like that 50k FPS game or whatever it was
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Old April 27th, 2007, 14:20   #4
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wow, impressive demo
yeah it generates the textures on runtime afaik.
works fine with a loading time of ~ 40 seconds on my conroe.
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Old April 27th, 2007, 15:55   #5
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Wow that was really cool.
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Old April 30th, 2007, 00:01   #6
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FR-030: Candytron
Farbrausch


This one brings back memories..*sniffle*
Attached Images
File Type: jpg fr030-candytron-final-101 2007-04-29 23-52-49-85.jpg (58.5 KB, 68 views)
File Type: jpg fr030-candytron-final-101 2007-04-29 23-52-57-17.jpg (31.5 KB, 22 views)
File Type: jpg fr030-candytron-final-101 2007-04-29 23-53-04-04.jpg (63.7 KB, 20 views)
File Type: jpg fr030-candytron-final-101 2007-04-29 23-53-13-68.jpg (51.3 KB, 20 views)
File Type: jpg fr030-candytron-final-101 2007-04-29 23-53-27-37.jpg (60.6 KB, 11 views)
File Type: jpg fr030-candytron-final-101 2007-04-29 23-53-42-68.jpg (63.8 KB, 29 views)
File Type: jpg fr030-candytron-final-101 2007-04-29 23-53-52-65.jpg (69.4 KB, 21 views)
File Type: jpg fr030-candytron-final-101 2007-04-29 23-54-13-85.jpg (88.2 KB, 45 views)
File Type: jpg fr030-candytron-final-101 2007-04-29 23-54-17-26.jpg (92.7 KB, 26 views)
File Type: jpg fr030-candytron-final-101 2007-04-29 23-54-42-29.jpg (93.0 KB, 19 views)
File Type: jpg fr030-candytron-final-101 2007-04-29 23-55-09-84.jpg (53.4 KB, 11 views)
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Old May 18th, 2007, 03:28   #7
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Quote:
just like that 50k FPS game or whatever it was
.kkrieger, it was 96KB, by farbrausch..featured at Breakpoint at some stage...

One of my fave all time demos is "Frameskool" by keops/equinox...mainly due to the XM module soundtrack and the portion of the demo dealing with the ball strand...Another favourite is "Heaven Se7en"...

Quote:
ah! ive tried that one recently, its based on the "produkt" something thats based on germany (that was 64kb afaik)
both loads slow though, as its generating textures and geometry in realtime perhaps?
theprodukt is thier branding, the tool is werkkzeug. Thier packer is kkrunchy, by ryg...
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Old May 18th, 2007, 06:46   #8
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Quote:
FR-041: Debris
Farbrausch
Wow... nice stuff in here...
Thx for the heads up, CK...

Somehow, the morphing buildings reminded me of the movie 'Dark City' by Alex Proyas...
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Old May 18th, 2007, 09:20   #9
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Awesome, it reminded me of Rez!
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Old June 4th, 2007, 02:28   #10
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Quote:
Originally Posted by refraction View Post
it loads slow cos its packed to death, the demo scene was always sneeky like that, even in the 64k demo days. you can write a demo a few meg in size, write a decent packer for it and pack it to death, voila, youve got a 64k demo
In fact, the packer isn't that much important. Of course it makes a difference, but the important part comes from the generators. In fact, while loading, basically it's just generating data (textures, geometry, music samples on certain synthesizer implementations).

So basically, you only store parameters for the generators, that for a 2D example, could be some perlin noise with several photoshop alike filters. No raw or compressed final image data is ever saved. Even low quality 2D data is insanely huge for 64k. As an example, my 2D texture generator most complex created textures were less than 500b after compression, and they weren't even optimized for size. A comparable quality image would have taken, even if compressed insanely, more than 20kb.

The same applies to sound data or geometry. Of course, sometimes some simple data is saved (for example, Candytron bones and skinning information are exported from XSI, iirc). What's common nowadays in 64k is having some simple control meshes for organic geometry, that are smoothed on loading.

Anyway, my point being that the packer is usually not the most important tool, but the generators, as you need specially created data, because mainstream ways to store information (raw textures/geometry/sound) are unusable (even if compressed to some degree) in 64k intros :P

EDIT: Sorry for the long explanation, I've been active on the demoscene for over 6 years, and couldn't resist :P
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Old June 4th, 2007, 02:45   #11
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Ah we were just talking about it earlier today Shash.
I just love farbrausch work.
And im still waiting to see yours Shash
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Old June 4th, 2007, 02:46   #12
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Good post shashClp.
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Old June 4th, 2007, 05:26   #13
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Ooh lala, I can stare at this for hours

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Old June 4th, 2007, 14:58   #14
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Anyone else have the "black cube" problem? It starts off fine, but once the larger cube breaks apart, the smaller cubes lose all shading. My system exceeds the requirements and the drivers are all current.
Attached Images
File Type: jpg fr-041_debris 2007-06-04 09-44-45-15.jpg (115.8 KB, 22 views)
File Type: jpg fr-041_debris 2007-06-04 09-44-50-48.jpg (200.2 KB, 20 views)
File Type: jpg fr-041_debris 2007-06-04 09-44-56-50.jpg (85.7 KB, 15 views)
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Old June 6th, 2007, 16:30   #15
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I always thought that this type of thing is like a shorcut, using windows files to generate that.

Thanks for the info shashClp.
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Old June 6th, 2007, 17:29   #16
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Quote:
Originally Posted by shashClp View Post
In fact, the packer isn't that much important. Of course it makes a difference, but the important part comes from the generators. In fact, while loading, basically it's just generating data (textures, geometry, music samples on certain synthesizer implementations).

So basically, you only store parameters for the generators, that for a 2D example, could be some perlin noise with several photoshop alike filters. No raw or compressed final image data is ever saved. Even low quality 2D data is insanely huge for 64k. As an example, my 2D texture generator most complex created textures were less than 500b after compression, and they weren't even optimized for size. A comparable quality image would have taken, even if compressed insanely, more than 20kb.

The same applies to sound data or geometry. Of course, sometimes some simple data is saved (for example, Candytron bones and skinning information are exported from XSI, iirc). What's common nowadays in 64k is having some simple control meshes for organic geometry, that are smoothed on loading.

Anyway, my point being that the packer is usually not the most important tool, but the generators, as you need specially created data, because mainstream ways to store information (raw textures/geometry/sound) are unusable (even if compressed to some degree) in 64k intros :P

EDIT: Sorry for the long explanation, I've been active on the demoscene for over 6 years, and couldn't resist :P
nice explination, ive never been in the demo scene so i didnt know ;p but Saqib (one of the pcsx2 team) told me how hed once made a demo and he wrote his own packer for it, obviously optimized for his needs, n got quite a few meg down to 64k, i just figured it was the normal way of doing things ;p
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Old August 10th, 2007, 07:40   #17
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Orb - "Outlined"

A very cute and cuddly 57KB intro, all done using OpenGL 1.1
Attached Images
File Type: jpg orb-outlined_final_version 2007-08-10 16-29-44-04.jpg (50.0 KB, 2 views)
File Type: jpg orb-outlined_final_version 2007-08-10 16-29-35-73.jpg (48.7 KB, 8 views)
File Type: jpg orb-outlined_final_version 2007-08-10 16-30-46-87.jpg (55.0 KB, 1 views)
File Type: jpg orb-outlined_final_version 2007-08-10 16-31-13-06.jpg (62.7 KB, 3 views)
File Type: jpg orb-outlined_final_version 2007-08-10 16-32-46-37.jpg (87.2 KB, 2 views)
File Type: jpg orb-outlined_final_version 2007-08-10 16-30-29-06.jpg (51.4 KB, 0 views)
File Type: jpg orb-outlined_final_version 2007-08-10 16-30-22-73.jpg (46.9 KB, 0 views)
File Type: jpg orb-outlined_final_version 2007-08-10 16-30-17-10.jpg (53.7 KB, 0 views)
File Type: jpg orb-outlined_final_version 2007-08-10 16-32-58-48.jpg (32.3 KB, 0 views)
File Type: jpg orb-outlined_final_version 2007-08-10 16-32-40-84.jpg (75.1 KB, 2 views)
File Type: jpg orb-outlined_final_version 2007-08-10 16-29-37-92.jpg (52.3 KB, 1 views)
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Old August 10th, 2007, 07:50   #18
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Equinox - "Frameskool"

Yet another OGL 1.1 intro, this time for Breakpoint 2007.
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Old August 10th, 2007, 10:33   #19
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Quote:
Originally Posted by mudlord View Post
Equinox - "Frameskool"

Yet another OGL 1.1 intro, this time for Breakpoint 2007.
Invitation for Breakpoint 2007, not actually released there
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Old August 10th, 2007, 10:49   #20
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Oh alright, thanks for correcting me
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