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Neon Station by Digimind [web] [nfo]

platform :

  MS-Dos
type :

  256b
release date : march 2008
197
5
0
popularity :
2 %
2
2
average rating 0.98
alltime top: #241
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added on the 2008-03-02 by Digimind  

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comments
Truly amazing. Thank you for attaching compatible executable version.
  added on the 2009-04-05 17:31:25 by aizen  
Wow... Amazing, how can this fit in 256b?
  added on the 2009-06-12 17:04:11 by baah  
wow!
  added on the 2009-09-09 00:11:42 by iq  
Awesome!
  added on the 2009-09-24 07:50:15 by galen  
Ouch !
  added on the 2010-03-18 17:46:20 by Hicks  
Eh, wth!
  added on the 2010-03-18 17:53:48 by leGend  
what iq said.
  added on the 2010-03-18 17:56:17 by Decipher  
Digimind/rrrola: Could one of you masterminds maybe share his sources with us? That would be extremely cool.

Although probably us mortals won't grasp how it works anyway. :)

i find two questions particularly intriguing:

-how is the maze generated? seems fairly complicated, with multiple layers, tunnels, corners and such.

-how is camera movement calculated? i figure it's maybe quite simple: constant-speed y-rotation, y pos maybe just goes up and down at fixed speed, and x/z movement is also cleverly constructed in some way.

camera path does seem to vary slightly with each iteration. it never touches the wall anyway which i find particularly amazing.

incredible piece of work.
  added on the 2010-03-18 18:07:33 by vibrator  
Re: sources.
Even first c++ version is unreadable due to optimization, so short explanation would be better.

Re: rendering.
There is not much choice for 3D with a free camera in 256b world, so raytracing is used.

Re: camera movement.
Camera position is a Lissajous 3D curve with 2 sinewaves. Camera direction is calculated as a derivative of position to always look forward.

Re: maze generation.
There were no bytes left for maze generation so I had to reuse camera movement code. I just initialized 3D array to mark all cubic cells as non-empty. Then during precalculation I send the camera through this array for thousands of iterations and mark each visited cell as empty. Since camera path varies slightly with each iteration, it clears a lot of space. In this way there is also a nice property during rendering that camera never touches the wall - automatically.
  added on the 2010-03-20 10:22:07 by Digimind  
sick !
  added on the 2010-03-27 15:45:53 by neurorebel  
^-^b
  added on the 2010-04-09 16:20:16 by nekomono  
sick
  added on the 2010-09-18 20:04:55 by wysiwtf  
o_Ô
  added on the 2010-09-25 09:45:15 by sensenstahl  
really awesome prod from Russia! ))
  added on the 2010-11-08 21:00:05 by marsel84  
What one would call awesome
  added on the 2011-04-26 17:10:28 by ileaardbei  
great for 256b
  added on the 2011-09-20 20:29:33 by Trauma Zero  
Can't believe I haven't seen it yet, this demo is amazing!
  added on the 2011-11-17 12:56:33 by moozooh  
some day, when l grow up, i want to be able to do stuff like this!
  added on the 2011-11-17 13:29:16 by w23  
for mother russia!
  added on the 2012-05-19 12:02:04 by mudlord  
WOW!
  added on the 2012-08-05 16:07:35 by lsl  
+1
  added on the 2012-08-05 23:49:49 by Sir  
*boing*
  added on the 2012-08-14 22:37:20 by ggn  
Rulez. Found sources somewhere. Appreciated.
  added on the 2013-03-26 22:41:25 by Baudsurfer  

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