Originally posted by blackshard
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The Most Amazing OpenGL Tech Demo In 64kb
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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.
and ye, i know
was blowing things bit out of proportion intentionally
it's kinda hard to explain to people that this can't be compared to a big game
(since big games carry with them gigabytes of textures and lots of fairly complex models; also that this is mainly a tech demo)
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Originally posted by dungeon View PostSeems to me that Intel guys are right not to touch that thing called llvm .
Tom Stellart already had it implemented, but it's not upstream, I think because it wasn't well tested: https://bugs.freedesktop.org/show_bug.cgi?id=75276
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I always wonder how they get this in 64K. I remember Farbrausch demos and others, it is all very impressing.
Okay, for one part they rely on the driver and built in GPU capabilities. You can't compare it with 64 K demos from C64 times where you had to do everything by hand probably. Still this is huge content for 64K. And I guess they use a mathmatical model for the textures. A one line formula that describes the texture, not an actual painted texture. And some built in font for the letters maybe? Then you also have to press in the music, yes, it is likely chiptune but still it needs space. Yes, and good compression but this compression must be really good. And they know how to structure their data for best compression.
It IS awesome. And I am happy to see that the demo scene is still alive.Stop TCPA, stupid software patents and corrupt politicians!
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Originally posted by blackshard View PostWe all descend from monkeys.
Are we monkeys?
Do we behave like monkeys?
I don't think so...
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Originally posted by Marc Driftmeyer View PostThen you must not pay attention to all the Intel Code Submissions on LLVM/Clang.
So i mean for the intel gpu driver works... Ian wrote:
"We're absolutely not interested in anything involving LLVM. We've tried, several times, to make it work, and it has always ended with a table-flip-rage-quit."
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Originally posted by Adarion View PostOkay, for one part they rely on the driver and built in GPU capabilities. And I guess they use a mathmatical model for the textures. A one line formula that describes the texture, not an actual painted texture. And some built in font for the letters maybe? Then you also have to press in the music, yes, it is likely chiptune but still it needs space. Yes, and good compression but this compression must be really good.
generated textures, yes, like the church windows are Voronoi
font.. probably a system one
first thing the program does is decompress itself (Huffman coding is simple, even LZMA or DEFLATE decoders arn't that heavy in code)
thanks to everybody ignoring the NX bit, things like this can be done (i'm actually glad nobody is using it but security people confuse me. since the NX bit is actually very useful for security)
also helps that raytracing is a simple thing (if this is proper raytracing, cba to check)Last edited by gens; 21 April 2014, 09:25 AM.
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