Getting started in the scene
category: general [glöplog]
Yeah, sure Dwight.
Simple:
Figure out a way to play music and show graphics on a screen. Then it's all yours.
Figure out a way to play music and show graphics on a screen. Then it's all yours.
Its easy. Code a starfield, code a scroller, get a scrolltext, design your groups logo, get some music; and most of all get it together and release it (preferably at a party you visit). And from there on: improve.
Bonus points for Atari as platform of course ;).
Bonus points for Atari as platform of course ;).
Just figure out to get something on the screen, ie. learn the basics of graphics programming and go from there. It's not hard.
Quote:
that's the hard part -- at least for me. :)go from there
First of all: choose your platform !
It makes a huge difference if you wanna code for Atari 2600 or latest Wintel PC and cutting edge gfx cards .. supported languages, compilers, mathematical power, how things get to screen and so on .. doesn't make any sense just to google for graphics programming, 'cause it's always in a shown in a special context ..
It makes a huge difference if you wanna code for Atari 2600 or latest Wintel PC and cutting edge gfx cards .. supported languages, compilers, mathematical power, how things get to screen and so on .. doesn't make any sense just to google for graphics programming, 'cause it's always in a shown in a special context ..
Sensenstahl and ileaardbei are correct. This is all you need. Really, it's about doing and releasing, and much less about hm reference literature.
As for platforms, probably Javascript+Three.js is the easiest.
For any platform, you will need to sort a music player. Streaming music is the easiest (unless you target oldskool platforms). For timing/syncing you will need some kind of timestamp tool.
For shaders, there's Shadertoy. I haven't tried Makepad yet.
Go by your preferences and prejudices :)
As for platforms, probably Javascript+Three.js is the easiest.
For any platform, you will need to sort a music player. Streaming music is the easiest (unless you target oldskool platforms). For timing/syncing you will need some kind of timestamp tool.
For shaders, there's Shadertoy. I haven't tried Makepad yet.
Go by your preferences and prejudices :)
Much more interesting question is how to end with the demoscene ;) I've tried almost everything, but those nasty thoughts about making demo/intro about "it", they keep coming back...pls help!
tomkh: make a meta-demo about it ;)
This thread has a comprehensive list of oldschool demo effects you could try to remake if you want to start coding on oldschool platforms.
tomkh: getting kids worked for me
Quote:
tomkh: getting kids worked for me
Meh, my Beloved has five kids, never stopped me...
To the OP - as said above, just think of something fun that's also not going to be too long in development and just go for it. You can release at a party if you want or just whenever you feel like it.
ferris makes demos seems also a very interesting point to see how stuff are being made and what is going on behind the demo making scenes (also found out about the series today, very good job ferris btw! :)
To learn coding pick a language and have a look here
Most Demos are made with C++
Additionally you want to learn either OpenGL or DirectX (to use your GPU aswell)
If you don´t want to code follow the tooll.io-link xTr1m posted on page 1 of this thread.
For Music you can use your music-tool(s) of choice.
For Graphics you can use your graphics-tool(s) of choice.
Basically you can learn all of what you need with Youtube-Tutorials...it may be a bit of a search to find good tutorials, but once you found sth useful, you´ll be thankful for the extra-visual-input! (seeing which button exactly to click instead of reading about it and trying to find it in a GUI afterwards is very helpful f.e.)
Just start making sth, when running into problems try to google it and if you really can´t find the answers you need: maybe try asking here again.
Ah, yes, as you said you have a team...
...you may want to use a repository so everyone has the same state of your prod at all times. I can recommend GIT(hub), while SVN (SubVersion) is still pretty usable aswell...but there are many others, just have a look around and pick what you think fits you best.
Using Dropbox could be an alternative, but working on the same files at the same time will get a problem! ;)
List_of_version_control_software
Most Demos are made with C++
Additionally you want to learn either OpenGL or DirectX (to use your GPU aswell)
If you don´t want to code follow the tooll.io-link xTr1m posted on page 1 of this thread.
For Music you can use your music-tool(s) of choice.
For Graphics you can use your graphics-tool(s) of choice.
Basically you can learn all of what you need with Youtube-Tutorials...it may be a bit of a search to find good tutorials, but once you found sth useful, you´ll be thankful for the extra-visual-input! (seeing which button exactly to click instead of reading about it and trying to find it in a GUI afterwards is very helpful f.e.)
Just start making sth, when running into problems try to google it and if you really can´t find the answers you need: maybe try asking here again.
Ah, yes, as you said you have a team...
...you may want to use a repository so everyone has the same state of your prod at all times. I can recommend GIT(hub), while SVN (SubVersion) is still pretty usable aswell...but there are many others, just have a look around and pick what you think fits you best.
Using Dropbox could be an alternative, but working on the same files at the same time will get a problem! ;)
List_of_version_control_software
Just as an addition to tooll.io, even the HELP-page doesn´t list these videos, which are the best tutorial for it available:
tooll.io Tutorial Playlist by Pixtur/Still
tooll.io Tutorial Playlist by Pixtur/Still