drift information 479 glöps
- general:
- level: user
- personal:
- first name: Jeff
- last name: Symons
- portals:
- demozoo: profile
- cdcs:
- cdc #1: Darkness Lay Your Eyes Upon Me by Conspiracy [web]
- cdc #2: fermi paradox by Mercury [web]
- 4k procedural graphics Windows panacea by Mercury [web]
- Yes.
- rulezadded on the 2017-01-05 22:32:05
- 4k Windows Glittermorphosis by Eos
- Sparkles.
- rulezadded on the 2016-12-29 03:02:15
- 64k Windows fr-085: Let there be light by Farbrausch [web]
- Best BeRo demo for sure. Some nice volumetric light effects. Shame the rollercoaster camera paths are still there but the scenes are nice and the music fits well. Great stuff from one person.
- rulezadded on the 2016-12-29 02:54:31
- demo invitation Windows Evolve by Schengen Allstars
- Fantastic cyberpunk artstyle. Must have been a lot of work put into this. Super cool.
- rulezadded on the 2016-12-29 02:50:52
- 4k Windows Varroa Destructor by LJ & Virgill [web]
- LJ dreaming of electric sheep.
Virgelis playing CS-80klang. - rulezadded on the 2016-12-29 02:48:53
- demo Linux Windows Chimera by Halcyon
- Wonderful minimal ambience.
- rulezadded on the 2016-12-19 22:59:57
- demo Amiga OCS/ECS Doomed by Pearl
- This prod features some Australian demoscene history. The slideshow features photos of many Amiga sceners including a 16 year old Drift. The text claims I am holding up a sign which says "$5 HJ's". I was told this meant I was asking for $5 to buy Hungry Jacks (Australian version of Burger King), but I am not so sure...
- rulezadded on the 2016-12-09 22:35:29
- 40k Windows Flow State by Onslaught [web]
- Yeah if you just calculate your camera and all your various matrices on the cpu side then you have all the info you need to send to both the raymarching shader and the vertex shaders for polygon geometry. You then can use your ray-length which you already have from raymarching and use the camera near and far plane values to convert it to non-linear and dump it out to the depth buffer. Then you can turn on depth testing and draw some polygons and they will automagically clip into the existing scene. Hardest part is setting up all the matrices for perspective projection and camera which still confuses me but once you get it working it's pretty neat.
If you email me I can send you some info and links about it. - isokadded on the 2016-12-06 11:06:03
- 40k Windows Flow State by Onslaught [web]
- Mudlord: The main scenes are raymarched first and output a bunch of buffers with depth, position, normals, and some texture information like gloss/roughness etc. Then the particles and text are rendered in a second pass using traditional polygon geometry and blended into the scene using the depth buffer information from the first pass. The reflections in the scenes with the walls are marched in screenspace as a post process using the position and normal buffers and surface roughness is used to blur the reflection based on how glossy the surface is. The reflections on the building are raymarched in the first pass because it has to reflect a lot of stuff which is off screen and do multiple bounces. Font is a texture atlas stored as a png.
It's basically a deferred rendering configuration which is commonly used in video games. I got all the info on how to do it from reading various GDC and Siggraph presentations. Real good source of info for realtime rendering techniques. - isokadded on the 2016-12-06 08:32:53
- demo Windows The Rigid Structure of Endless Time by United Force [web] & Digital Dynamite [web]
- Nice trippy stuff as usual.
- rulezadded on the 2016-12-04 00:00:32
account created on the 2014-06-08 16:19:17