Seven information 266 glöps
- general:
- level: user
- personal:
- first name:
- last name:
- cdcs:
- cdc #1: Turtles All The Way Down by Subdream
- 1k Windows Screen Lit Vertigo by Fulcrum [web]
- AssemblyTV YouTube link : https://www.youtube.com/watch?v=_FDhbCAkuw4
Virgill: yes, the Shepard tone was the original idea for the "music", to have a falling theme to go with the visuals, but with General Midi you can hear the highest notes pop in, and with only 1 instrument it became annoying very quickly. Having multiple instruments breaks the continuous-tone illusion even more but at least there's some variation. - isokadded on the 2018-08-05 10:30:18
- 4k Windows Binary Parasites by Fulcrum [web]
- Gloperators are probably overworked, here's the YouTube link
- isokadded on the 2018-04-01 10:54:40
- demo MS-Dos Control (the Green way) by Green [web]
- Great demo for its time, and the funny parts are still enjoyable. The realtime raytracing may look very boring now, but back then it was really impressive! Look, ANOTHER sphere! That's FIVE objects! :)
Rest in peace to Gongo, and a huge thanks to Green for inviting me along to my first demoparties. How time flies... - rulezadded on the 2018-03-17 09:28:20
- 8k Windows Monarchahedron 6K by Fulcrum [web]
- Clickable
- isokadded on the 2017-12-04 23:43:26
- 8k Windows Monarchahedron 6K by Fulcrum [web]
- AntDude: soundtrack now available at http://www.fulcrum-demo.org/wp-content/uploads/2017/12/El-Blanco-Fulcrum-Soundtracks-Steel-Yard-Monarchahedron-6k-Soundtrack-2017.mp3
- isokadded on the 2017-12-04 23:41:38
- 8k Windows Monarchahedron 6K by Fulcrum [web]
- Phoenix: He's still learning raymarching and our toolchain, and his time was limited. He did the quaternion Julia fractal and gave some design hints. We're trying to do frequent work-in-progress dumps on Youtube so everyone in the group can help with the design, I hope this avoids the worst coder-design errors :)
- isokadded on the 2017-11-19 16:50:19
- 4k Windows Waillee by Prismbeings
- Noby: maybe you fixed them already, but in the party version there's a single "distance(x,l)" that probably a few bytes smaller as "length(x-l)" since you used length() before, and the "vec2(r.xy)" doesn't need the cast.
The intro style isn't quite my cup of tea, but the quality is undeniable. - rulezadded on the 2017-10-04 18:13:44
- 4k Windows Breakthrough by Lucid
- I remember wondering when the beamslide was shown why you'd need OpenGL AND DirectX in a 4K. During the compo I was quite impressed with the great amount of effects, especially the physics and the animated human. They come at the expense of everything else, especially the music, but as a coder, I can appreciate coder intros :)
Note: the current AMD drivers don't like your writing to a varying. I had to use
gShaderReplacer to see anything beyond a black screen. Here's the xml snippet to put in gShaderReplacer.xml:
Code:<!-- Breakthrough http://www.pouet.net/prod.php?which=70106--> <Application Name="Intro_1280x720.exe" Name0="Intro_1920x1080.exe"> <StringReplacer Src="D.z*=1.-log(V.z*.3);D.y=v*v*v*.003;gl_FragData[0]=vec4(v*M,1.);gl_FragData[1]=vec4(D,1.);}" Dst="gl_FragData[0]=vec4(v*M,1.);gl_FragData[1]=vec4(D.x,v*v*v*.003,D.z*(1.-log(V.z*.3)),1.);}"/> </Application>
- rulezadded on the 2017-05-27 12:02:47
- 8k Windows In The Grim Future by Fulcrum [web]
- Fair warnings:
- The first-time shader compilation time is extreme, especially on nvidia (several minutes, up to 5 on a slow laptop). On both Nvidia and AMD, I ran into out-of-memory errors, so I had to split the gigantic monolithic shader in 14 per-scene shaders that are a bit smaller but take much longer to compile... If anyone knows a modern tool to get insight in shader compilation, let me know. ShaderPerf2 from NVidia is discontinued.
- We ran out of time before we ran out of bytes, and the compo machine had a Titan X, so I didn't spend much time optimizing the rendering speed. My apologies for the low performance on midrange hardware... - isokadded on the 2017-04-18 07:41:36
- 1k Windows Escape through subspace 1K by Fulcrum [web]
- Thanks for all the feedback! If you're curious, the fully documented shader code can be downloaded here: GLSL shader code
It also explains the various tricks and optimizations I used to make this. - isokadded on the 2016-08-31 21:57:28
account created on the 2006-08-20 21:15:43