fucked up distortion by Yaphan
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added on the 2004-04-27 19:29:30 by oldaccount |
popularity helper
comments
A very nice demo! and its software ;) impressive
rulez added on the 2004-04-27 19:33:24 by quisten
beautifulwarpmorphthing! rules even though it contains metaballs. argh. they don't ever seem to die out.
nice
yes
wow! beautifull! all made in software? That's a real ninja's work :)
good style indeed :)
Very non-impressive. It's kind of slow at some times (and I'm running well over 2000 mHz here), the effects are simple and old, sometimes downright ugly. You're nowhere near 'hardcore'. Some effects reminded me of old Hellcore demos (but hey, those ran on a 486 or at most a P166).
Quite okay nonetheless. But drop that attitude. Software rendering hasn't gone anywhere, even though CPU's have improved like crazy.
Quite okay nonetheless. But drop that attitude. Software rendering hasn't gone anywhere, even though CPU's have improved like crazy.
those trees- are they rendered?
it's nice and it's software so what the hell, let's give it a rulez :)
there was a time where demos like that just fit in 2MB (and i'm optimist)... inequal design, boring music, too oldschool...
I still like it :)
huge filesize, and some boring scenes, but i think you guys did also add a few nice elements so im gonna give it a piggy
Nice demo-design, reminds me amiga demos. Effects are not boring, or at least it works for me ;)
piggy
nice tune, nice tint of the old in the presentation and left a good taste. a bit slow maybe.
The tune is definitely not my bag, and speech synth greets-parts should be outlawed.. Other than that, a very nice demo.
Surprisingly I see a lot of software demos at TG (3 or so and there was 1 more in Birdie I think), how rare, however I didn't liked that much any of them. At least 2 of them are slow however (perhaps they won't be on my new Athlon 2600+ but in general they are) and then claim that software is hardcore :)
A lot better design-wise than earlier Yaphan-intros, although the parts before the greet scene are definitely best. The font-design is extremely kusma-inspired, though ;-) (And yes, the vocoder thing is old.)
aser: check data/forest.avi :-P
its great.
oh and you cant go 640.480.24 smooth with a 166, so STFU. maybe this thing wastes too much cycles, dunno, but its beautiful.
ppl make soft rendering for fun , make your own hardware if you want, and again, S T F U
oh and you cant go 640.480.24 smooth with a 166, so STFU. maybe this thing wastes too much cycles, dunno, but its beautiful.
ppl make soft rendering for fun , make your own hardware if you want, and again, S T F U
Shut up, fool. I'm just emphasizing that, even though insinuated (through terms like 'hardcore'), this is not anywhere near 'hardcore'. And hell yeah, it's too slow. And sure, stuff back then was running at a quarter of the resolution. But then again, I bet my box is AT LEAST 4 times speedier than one of those back then :)
So you, just keep your mouth shut. Who the hell are you anyway.
So you, just keep your mouth shut. Who the hell are you anyway.
not as ELiTE as you, that's for sure. :)
I just wanna add:
i`ve made a sw demo, but i didnt give a damn about speed, actually, i dont care. No, im not so hardcore yet, that i could make sw demo that runs in 60+ fps yet, but that dont stop me to release my slow productions, because ppl have fast computers. as long as things runs smoothly on my computer, im happy (1,2ghz). the focus should rather be on the design, not speed.
i`ve made a sw demo, but i didnt give a damn about speed, actually, i dont care. No, im not so hardcore yet, that i could make sw demo that runs in 60+ fps yet, but that dont stop me to release my slow productions, because ppl have fast computers. as long as things runs smoothly on my computer, im happy (1,2ghz). the focus should rather be on the design, not speed.
I'm with my pal Gerard regarding the attitude towards software-rendering.
But it's a nice demo, so thumb up.
But it's a nice demo, so thumb up.
And I weren't saying the thing sucked, but I am advising you to stop the bullshit around your preferred way of rendering :)
come on, maybe the stfu wasnt appropriate, but i cant stand ppl bashing other efforts like that, as if anyone had 50 years of experience in optimization.
the day i ll make a renderer, i dont wanna be insulted because my thing, that draws rvry pixel by itself, isnt as optimized as yours. maybe it wastes 10 times too much cycles on today HW, but it still runs ok, and, i repeat, i find the visual effects VERY GOOD. i would be happy to be able to do such effects, so when i hear its shit because its been done before, i say stfu, its already nice to have come that far. i salute the SW effort.
sorry if i offended
the day i ll make a renderer, i dont wanna be insulted because my thing, that draws rvry pixel by itself, isnt as optimized as yours. maybe it wastes 10 times too much cycles on today HW, but it still runs ok, and, i repeat, i find the visual effects VERY GOOD. i would be happy to be able to do such effects, so when i hear its shit because its been done before, i say stfu, its already nice to have come that far. i salute the SW effort.
sorry if i offended
re read what the coder just said, you ll understand
and yeah, i wouldnt have added "hardcore" in it, but its not a crime.
When will certain people stop associating software-rendering with 'harder programming' or whatever. It's simply not true. Not at all. In fact, that hasn't got to do anything with the way you render.
Doing stuff that's done before, that ain't wrong. And there's nothing wrong with being satisfied with your results either.
It's about the software-craze that I find rather ridiculous, because it's mostly propagated by people who don't really know a lot about or have a lot experience with CG programming.
Doing stuff that's done before, that ain't wrong. And there's nothing wrong with being satisfied with your results either.
It's about the software-craze that I find rather ridiculous, because it's mostly propagated by people who don't really know a lot about or have a lot experience with CG programming.
it's a known fact that it's easier to get pixelshaders etc. working on mulitple gfx-cards using software-rendering rather than hardware-rendering.
Some really nice 2d effects.
The so called final version crashes after (while?) loading.
maybe its not harder with SW, but you do have more to do, you keep each and every choice on the implementation of your engine, you do everything yourself, and its easier to mix different parts of your engine to create effects.
heck, maybe its a little crazy, but i even prefer pure integer routines than floating point. (offtopic anyway) :)
heck, maybe its a little crazy, but i even prefer pure integer routines than floating point. (offtopic anyway) :)
btw: a software engine that is fast and kicks ass:
http://board.win32asmcommunity.net/attachment.php?s=1eba7ab7c41d46c2a9c3f4c7c85efe3c&postid=140302
i really find it absolutely awesome.
flatshaded...1152x864x16bit:125-235 FPS!
(mmx assembly)
http://board.win32asmcommunity.net/attachment.php?s=1eba7ab7c41d46c2a9c3f4c7c85efe3c&postid=140302
i really find it absolutely awesome.
flatshaded...1152x864x16bit:125-235 FPS!
(mmx assembly)
you move with some of the numpad keys , other keys do other things :)
"heck, maybe its a little crazy, but i even prefer pure integer routines than floating point"
I'm assuming this is because floating point is really modern, having been introduced a mere 20 years ago? Or is it because the internet tutorials don't teach FPU coding? Or, I know, it's because fixed point math is so much more inconvenient!
(etc)
I'm assuming this is because floating point is really modern, having been introduced a mere 20 years ago? Or is it because the internet tutorials don't teach FPU coding? Or, I know, it's because fixed point math is so much more inconvenient!
(etc)
Very beautiful stuff! Quisten: please keep doing things YOUR way. Coding is all about having fun, not pleasing everybody else...
sagacity: or maybe because the FPU-stack concept sucks and the guy who invented it should be horribly violated.
The demo is pretty nice, I like it.
The demo is pretty nice, I like it.
Quote:
maybe its not harder with SW, but you do have more to do, you keep each and every choice on the implementation of your engine, you do everything yourself, and its easier to mix different parts of your engine to create effects.
No you DON'T have more to do. Just different things to focus on. This demo could've been more entertaining if only more time were invested in the visual aspects (even though the creator claims that he has a certain focus on design, I yet have to discover that magical touch he's rambling on about).
Quote:
heck, maybe its a little crazy, but i even prefer pure integer routines than floating point. (offtopic anyway) :)
Errhh... What Sagacity said. Plus more of that.
Incidentally, I don't mind people doing software-rendering, but when your "hardcore" code consists of tunnel-effects and an environment-mapped donut it kinda ruins your point :)
read the credits. damn fools.
>integer routines VS floating point
Well,. I hate when people are saying "We don't need integer today because FPU is preety fast". It's too general. What does this mean? That I can write a simple 2d sprite game with floating point?!? I don't think it's faster..
It might be only faster or more convenient to do than fixed point perhaps or cases where you have to switch from floating point to integer and back many times. I don't really know, for I have not made some tests yet on my Athlon. But I think that everything has it's use..
For example, I believe that especially some 2d effects could be still done with integer much faster. When I watch some software demos in older machines and try to understand why are they going so slow, I can't think anything else rather than the fact that FPU was used on every simple routine (no matter if some can go shitty fast with integer for sure), just like taking the equations for the effects and using them as they are, porting them without trying to optimize anything. When it works (and smooth enough with modern computers), people are so happy and do not care. And then they say excuses like "Integer is slower than FPU today" while it depends on the case..
Of course, FPU is more suitable on 3d gfx, it's harder for me to figure out how to use pure integer on a 3d engine especially on a very big and detailed one (perhaps it's easier on a simple 3d object show) without fucking up with everything. I started coding a simple 3d dot object rotator and I am simply bored to mess with my code to make it work with pure integer (oneday I tried badly, the dots movement was so jerky and sometimes wrong :P). However it has been done on the past for sure (with object shows on 486 demos). TeXeL even claimed to have found ways to do raytracing with pure integer, pitty he hasn't released anything :(
Perhaps FPU is ok for 3d vector maths, to move/rotate vertices and stuff, which are not very much. Then a triangle rasterizer could be better done by integer. 2d effects can be easilly done with integer, precalculated tables of sines and fast. For example a 2d distorter, I just don't know however about a filtered one (The one at the Orange demo Ibiza Experience, looks really great, however I can finally watch it fast now!)
Today I can analyze when a demo runs slow, think of the effect and imagine what the coder might be doing wrong, in some cases. And I discover that thing: Coders using FPU (sometimes even SIN, SQRT and such stuff instead of making tables) where it should be avoided..
Actually I wanted to start with some FPU assembly (might be needed for 4kb OpenGL intros), but I hate the stack. I just don't know when I will find the mood to mess with it again and finally understand it :P
Mmm,. I shouldn't be writting that much...
Some more stuff now would be, I didn't want to blame anyone with these stuff rater than say my opinion, so Quisten and the others can do what they wish and I like that they choose what they love to code (Who knows,. even me with that Athlon 2600+ I have now at home, might be seduced to take the "not care" way :)
Also, thanks for that link of the fast 3d engine, I will check it now..
Well,. I hate when people are saying "We don't need integer today because FPU is preety fast". It's too general. What does this mean? That I can write a simple 2d sprite game with floating point?!? I don't think it's faster..
It might be only faster or more convenient to do than fixed point perhaps or cases where you have to switch from floating point to integer and back many times. I don't really know, for I have not made some tests yet on my Athlon. But I think that everything has it's use..
For example, I believe that especially some 2d effects could be still done with integer much faster. When I watch some software demos in older machines and try to understand why are they going so slow, I can't think anything else rather than the fact that FPU was used on every simple routine (no matter if some can go shitty fast with integer for sure), just like taking the equations for the effects and using them as they are, porting them without trying to optimize anything. When it works (and smooth enough with modern computers), people are so happy and do not care. And then they say excuses like "Integer is slower than FPU today" while it depends on the case..
Of course, FPU is more suitable on 3d gfx, it's harder for me to figure out how to use pure integer on a 3d engine especially on a very big and detailed one (perhaps it's easier on a simple 3d object show) without fucking up with everything. I started coding a simple 3d dot object rotator and I am simply bored to mess with my code to make it work with pure integer (oneday I tried badly, the dots movement was so jerky and sometimes wrong :P). However it has been done on the past for sure (with object shows on 486 demos). TeXeL even claimed to have found ways to do raytracing with pure integer, pitty he hasn't released anything :(
Perhaps FPU is ok for 3d vector maths, to move/rotate vertices and stuff, which are not very much. Then a triangle rasterizer could be better done by integer. 2d effects can be easilly done with integer, precalculated tables of sines and fast. For example a 2d distorter, I just don't know however about a filtered one (The one at the Orange demo Ibiza Experience, looks really great, however I can finally watch it fast now!)
Today I can analyze when a demo runs slow, think of the effect and imagine what the coder might be doing wrong, in some cases. And I discover that thing: Coders using FPU (sometimes even SIN, SQRT and such stuff instead of making tables) where it should be avoided..
Actually I wanted to start with some FPU assembly (might be needed for 4kb OpenGL intros), but I hate the stack. I just don't know when I will find the mood to mess with it again and finally understand it :P
Mmm,. I shouldn't be writting that much...
Some more stuff now would be, I didn't want to blame anyone with these stuff rater than say my opinion, so Quisten and the others can do what they wish and I like that they choose what they love to code (Who knows,. even me with that Athlon 2600+ I have now at home, might be seduced to take the "not care" way :)
Also, thanks for that link of the fast 3d engine, I will check it now..
to be frankly.. noone who have been involved in this production have replied on your comments except for me (right now),
and it was fun to read, and ive had a big laugh.
i don't give a shit about the loosers that think software is bad or wrong to do. they are probably just envious that they can't code that for themselves.. who cares?. making it the software way is more work, more fun and more educational when it comes to "have per-pixel-control". have the power to do whatever you want. total control over every god damn pixel on the fucking screen ;)
Gerard Joling obviously doesnt like software the way we do. he can hate software or this demo, we allow him too. its all a part for the fun of it.
i did buy a powerfull graphics-card some days ago with shaders in it, but still that won't stop me from coding software. because I for the time beeing have fallen in love with software. but now i dont wanna waste more of my time on replying so.. peace out! :)
and it was fun to read, and ive had a big laugh.
i don't give a shit about the loosers that think software is bad or wrong to do. they are probably just envious that they can't code that for themselves.. who cares?. making it the software way is more work, more fun and more educational when it comes to "have per-pixel-control". have the power to do whatever you want. total control over every god damn pixel on the fucking screen ;)
Gerard Joling obviously doesnt like software the way we do. he can hate software or this demo, we allow him too. its all a part for the fun of it.
i did buy a powerfull graphics-card some days ago with shaders in it, but still that won't stop me from coding software. because I for the time beeing have fallen in love with software. but now i dont wanna waste more of my time on replying so.. peace out! :)
To both Acticator and Optimus, go get some hands-on professional CG programming experience. You'll learn. And perhaps also to not take certain points the wrong way.
I wrote software stuff 5/6/7 years ago. On a 386. So go fuck yourself :) Or go code something that justifies the attitude.
I wrote software stuff 5/6/7 years ago. On a 386. So go fuck yourself :) Or go code something that justifies the attitude.
I don´t think color reduction is a good effect by itself... piggy for the effort, though.
I don't give a fuck about justifying the attitude. Go fuck yourself, I have been coding on a CPC and now on a C64 :)
blablabla... it's GREAT ! so many parts ! and the music is extra !
not all scenes r good,but some surely r,especially this tree thing.i dont care if its software or not,still its rather more entertaining (in some parts) than usual todays "demos".keep up
this was alright, but huge and a bit slow.
Optimus: And taking your posts and forum rants into account, you still don't know shit.
Very impressive !
Like it very much.. has that amiga-feeling :)
Like it very much.. has that amiga-feeling :)
move the stupid flamewars to the bbs if you feel the need to fucking continue ranting - that goes for both sides.
..and again; this demo rocks. :)
..and again; this demo rocks. :)
im gonna add a thumbs up just becuase someone had a pineapple up his ass
I like it
fun
It's nice and it has decent effects, but there's nothing here that wasn't around in 1999 and there's definitely nothing that would warrant the arrogance of some people posting on this thread. Calling old effects hardcore is just ridiculous.
That said, I like the demo and software rendering brings back nostalgic memories. But please, more design next time?
That said, I like the demo and software rendering brings back nostalgic memories. But please, more design next time?
yaphan keeps making demos with very good technical level, but a design that belongs nowhere. I enjoyed this, but it needs a bit more delicate interface in order to convince me. Keep going yaphan! :)
thank you for ripping my gfx!
i accidentally forgot to remove the texture that was ripped.. (* i fucked up sorry *).. and it was a fucking mess because we released the demo 5 mins before the demoshow.. i had to compile the shit 10 mins before the show and hand in the cd to the organisers... it was a fucking stressfull situation back then. ugh. next time ill finish the demo before the party is held..
Nice overall, but too slow for demoscene standards... So a piggie for me
has the right spirit!
nice demo, could have showed some more complex 3D objects.
What the fuck was I writting back then? It was the time I was in Germany and bought a Pentium2 for 80 euros =)
Now, I'll download and try this demo again in a good PC. Perhaps it will run smooth now..
Now, I'll download and try this demo again in a good PC. Perhaps it will run smooth now..
nice relaxing stuff. sometimes it's kinda boring, but "it has the right spirit". :)
Nice one Rudi, Music is ace too.
Where did all these yaphan guys go?
Where did all these yaphan guys go?
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