Originally posted by blackout23
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The Most Amazing OpenGL Tech Demo In 64kb
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Originally posted by grndzro View PostI can't see any practical uses for it.
Procedurally generated content is useful for cases when you simply can't pack enough pre-made artwork.
(either because of space constrains, or because the world of a game is "infinite" and the game must invent new art-work on the flight).
Originally posted by Marc Driftmeyer View PostThose waves aren't remotely realistic, nor is the light dispersion fields. Marble texturing is not hard. Actually showing a natural wear and uneven surface detail is hard.
Those wave aren't that much realistic, and could be done better by an artist.
Except that here, in order to fit inside 64k, the wave aren't done by an artist. They waves are done by a bunch of complex formulas.
Instead of a premade giant multi-mega byte 3D-cinematic, the demos is driven by a small quantity of very simple math formula. And despite this simplicity, despite the fact that everything is crammed inside 64, they still managed to pull this, that's still impressive.
Yes, in 2014 there are probably much more beautiful games on the market. Except that these games come on 2 BlueRay discs, and require extra DLC to go beyond the first chapter.
This demosis 64k.
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I guess part of the confusion is due to Michael calling it an "OpenGL tech demo".
It is not. At least not what it might imply - namely showing off what you can do with OpenGL
and hence you would expect world-class graphics (or beyond).
This is a demo (see demoscene) and "just" makes use of OpenGL instead of Direct3D (or a software renderer).
As I (and some others) pointed out, there are usually several different categories that groups compete in.
In this case it is the 64k demo/intro compo, i.e. how much can you accomplish within a binary size limit of 64k.
TL;DR
If you're unsure if this is amazing or not -
It is.
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Originally posted by DrYak View PostGames like Spore practically run on this kind of system.
Procedurally generated content is useful for cases when you simply can't pack enough pre-made artwork.
(either because of space constrains, or because the world of a game is "infinite" and the game must invent new art-work on the flight).
They key point: the authors still managed to cram all this inside a 64k intro.
Those wave aren't that much realistic, and could be done better by an artist.
Except that here, in order to fit inside 64k, the wave aren't done by an artist. They waves are done by a bunch of complex formulas.
Instead of a premade giant multi-mega byte 3D-cinematic, the demos is driven by a small quantity of very simple math formula. And despite this simplicity, despite the fact that everything is crammed inside 64, they still managed to pull this, that's still impressive.
Yes, in 2014 there are probably much more beautiful games on the market. Except that these games come on 2 BlueRay discs, and require extra DLC to go beyond the first chapter.
This demosis 64k.
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Originally posted by Ferdinand View PostI thought only creationists thought that evolution said that. We, Monkeys, Gorilla's, Chimpanzees, etc. are apes.
Note: By apes I am referring to the common ancestor of all these.Last edited by sarmad; 21 April 2014, 08:09 PM.
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Originally posted by toni View PostThat's not true at all
After watching the demo, and for any graphics programmer who is close to demoscene, it's quite clear how it's made. Just take a look to distance functions and you will see how lot of intros ar? made nowadays.
The problem of releasing It on Windows or linux is more related with availability of good executable compressors than system itself, however, visual studio is still today the best c/c++ ide/debugger out there, so usually gfx coders use Windows (not me, i'm stubborn and i use linux even when gdb is slow as hell)
Finally, sceners are open to share algorithms and technics, and usually they post on their blogs how they achieve those wonderful effects, and parties like Revision are the perfect places to meet sceners, learn, and see where the gfx future is going
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Originally posted by gens View Postfull Phong shading, raytraced realtime
smooth geometry animation (waves and that bending, fully in shaders and working with the lighting)
raytraced "god rays"
realistic marble textures, completely generated
portals
etc etc
you don't find that impressive ?
funny that the people who make this kind of demos also made those "modern games", and they think this is impressive
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