the easiest demotool
category: general [glöplog]
Hello.
Please, can you tell me, what demotool is the easiest to learn?
Let's say, i want to make a demo for win32, i don't need any shaders and stuff, just simple engine. I think about werkkzeug1, but is there any even easier tool?
I do not need any complex 3d stuff in it, simple 3d, individual layers, support for various 2d operations (scaling, rotation etc) and working with the timeline would be more than enough. Basically, I would love to have a demotool version of Adobe Premier with making .exe files :)
Thank you.
Please, can you tell me, what demotool is the easiest to learn?
Let's say, i want to make a demo for win32, i don't need any shaders and stuff, just simple engine. I think about werkkzeug1, but is there any even easier tool?
I do not need any complex 3d stuff in it, simple 3d, individual layers, support for various 2d operations (scaling, rotation etc) and working with the timeline would be more than enough. Basically, I would love to have a demotool version of Adobe Premier with making .exe files :)
Thank you.
Search for Ne He tutorials (or lighthouse 3D), everything you need is there.
Navis, i knew you would suggest a pure OpenGL+hands :)
It's good, but still a bit complicated. I need sort of GUI tool.
It's good, but still a bit complicated. I need sort of GUI tool.
Unity!
here ya go http://www.pouet.net/prod.php?which=20544
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I do not need any complex 3d stuff in it, simple 3d, individual layers, support for various 2d operations (scaling, rotation etc) and working with the timeline would be more than enough. Basically, I would love to have a demotool version of Adobe Premier with making .exe files :)
Sounds like demopaja. Not sure if that still runs on modern machines though. Unity might be indeed the best choice today.
unity? really? that player still runs like crap even for totally "nothings" of graphics.
Using a demotool that is easy to learn does not necessarily mean you will produce good work. If you have a great idea and carefully design a successful demo then the tool doesn't matter.
Unity is a game-making tool. After watching some amount of crappy unity-made demos, I'd say that a game-making tool is really not the same thing as a demo making tool...
Werkkzeug is very easy to master in comparison to starting out with OpenGL.
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Search for Ne He tutorials (or lighthouse 3D), everything you need is there.
the last time I mentioned NeHe tutorials here, everybody trolled me because NeHe is so outdated :D
Btw, perhaps the today's most accessible demotool is probably doing stuff with webgl, isn'it?
Adobe flash
the most issues to me are hard times, understanding the math behind. So a wysiwyg editor is basicly the greatest thing to achieve this...
But the question is, what kind of "demos" does the thread creator want?
Maybe use blender and write a simple avi player in C#? Pack the video into the ressource and be happy?
Or do you really want to achieve something great? Then you have to go the rocky road...
PS: the demo tool from" still" looks very neat. But it's not open for public as I understood. :)
So unity would be something completely different, but a good approach. Look into the august article of the msdn if you want a good beginners tutorial....
But the question is, what kind of "demos" does the thread creator want?
Maybe use blender and write a simple avi player in C#? Pack the video into the ressource and be happy?
Or do you really want to achieve something great? Then you have to go the rocky road...
PS: the demo tool from" still" looks very neat. But it's not open for public as I understood. :)
So unity would be something completely different, but a good approach. Look into the august article of the msdn if you want a good beginners tutorial....
for simple 3d effects werkkzeug is the way to go imho but also for more freedom, opengl + hands is also a good choice as well :)
Bottom line: There's no well supported, super easy, mature drag'n'drop content creation tool specifically made for doing demos; They are either closed source/private, outdated, unsupported, cumbersome, crappy or a combination of those. Hence game maker middle ware is the best approach, even though that's not optimal or "feels wrong" from a conservative demoscene perspective. If you don't want either of those, then drop the realtime requirement altogether and start making videos. :)
>the last time I mentioned NeHe tutorials here, everybody trolled me because NeHe is so >outdated :D
Nah, opengl's immediate mode and lots of things from 2001 are still great! Immediate mode and shaders, what more do you need!?
Webgl = I hate it (partly because no immediate mode).
Nah, opengl's immediate mode and lots of things from 2001 are still great! Immediate mode and shaders, what more do you need!?
Webgl = I hate it (partly because no immediate mode).
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PS: the demo tool from" still" looks very neat. But it's not open for public as I understood. :)
I think you can sign up at tooll.io and actually get access to the tool(l). :)
@navis it's so old it's cool again to use opengl 1.1
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Nah, opengl's immediate mode and lots of things from 2001 are still great! Immediate mode and shaders, what more do you need!?
Not sure how much you're kidding.
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the demo tool from" still" looks very neat.
Looks like a slicker, more sensible version of Werkkzeug. If it will be free for non-commercial use (as they say in the video), this could be quite something indeed. :)
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Adobe flash
Although maybe posted as a joke (?) This is a valid suggestion. One could make a 2D-demo with ease, and it is possible to delve deeper. Although actionscript is one of the worst possible 'languages' out there, it does lend itself to do some neat tricks.
I use Unity in my work and was surprised how easy it was to use it and how the interface works, all the essential stuff are easy to find and doesn't make me too much to search for new stuff, also enough good tutorials and community. But I haven't checked any other game or demo tools for comparison. I think you could do nice demos on Unity, but it misses a timeline bar I think (so you would have to script the demo by code). Oh, also some things in free version might be missing, like render to texture and free shader effect (but you can still write your own shaders I think).
p.s. And yeah, I started with NeHe too, and people jump when I mention it.
p.s. And yeah, I started with NeHe too, and people jump when I mention it.
Timeline. Maybe in Unity 5? I heard there was a seminar at Assembly but I totally missed the seminars :P
Optimus: Surprise!
>Not sure how much you're kidding.
Not at all. Using immediate mode for fast prototyping / little things that don't use that much geometry. Also so much is done in shaders these days (even the whole logic of the demo - see "Butterfly effect" particles, all in VS). The code in C / opengl is *minimal*. The heavy stuff is done in shaders, so why not nehe for setting up windows and what nots, and bits of modern and old opengl when it is appropriate to do so.
Bare basic / stripped opengl and shaders, that's what you need to do a nice modern demo (unless that demo is something out of, for example, cocoon, in which case you need a lot more :-).
Not at all. Using immediate mode for fast prototyping / little things that don't use that much geometry. Also so much is done in shaders these days (even the whole logic of the demo - see "Butterfly effect" particles, all in VS). The code in C / opengl is *minimal*. The heavy stuff is done in shaders, so why not nehe for setting up windows and what nots, and bits of modern and old opengl when it is appropriate to do so.
Bare basic / stripped opengl and shaders, that's what you need to do a nice modern demo (unless that demo is something out of, for example, cocoon, in which case you need a lot more :-).
On the subject of Unity, have there been any really nice or very impressive demos made with it?