pouët.net

You Massive Clod by fearmoths [web]
[nfo]
screenshot added by parcelshit on 2008-09-28 01:16:30
platform :
type :
release date : september 2008
release party : Function 2008
compo : combined 4k
ranked : 5th
  • rulez 43
  • is ok 11
  • sucks 1
popularity : 1%
 1%
  • rulez 0.76
alltime top: #1583
added on the 2008-09-28 01:16:30 by parcelshit parcelshit

popularity helper

increase the popularity of this prod by spreading this URL:

comments

read the readme.txt first please
1k for Linux!
rulezadded on the 2008-09-28 01:23:24 by Ized Ized
video please!
added on the 2008-09-28 01:28:14 by havoc havoc
I can't be bothered to do a framedumper but the shader is here:

http://pastebin.com/ffe0c54f

If someone writes Windows code to open a 1024*768 window, draw a screen sized quad with that shader, and feed glColor4ubv a dword timer per frame then someone can kkapture it. I can't do this as my Windows is broken at the moment.

havoc, just imagine the camera moving through the screenshot. You can even make whoooooshing sounds too and then it's more advanced than the real thing!
whoa! I'd definitely be interested in the compression / elf header trickery!
rulezadded on the 2008-09-28 01:47:41 by 0xtob 0xtob
Nice work
rulezadded on the 2008-09-28 02:09:42 by Deltafire Deltafire
yey! more more!
rulezadded on the 2008-09-28 06:06:46 by mrdoob mrdoob
loads of nice tech behind this.
rulezadded on the 2008-09-28 07:35:40 by auld auld
LINUX LINUX LINUX LINUX LINUX LINUX LINUX LINUX
rulezadded on the 2008-09-28 08:13:33 by LiraNuna LiraNuna
Looked like fearmoths were back but where is shane?
The effect looks really great in the screenshot, pros for the trickery to make it 1kb in linux, but I need a video :P
rulezadded on the 2008-09-28 08:37:31 by Optimus Optimus
coder pr0n
rulezadded on the 2008-09-28 09:10:04 by toxie toxie
I'd love to see the video, but a thumb up for the incredible looking screenshot and for giving Fearmoths some credibility. :)
rulezadded on the 2008-09-28 09:31:37 by Wade Wade
got it running in osx over breakfast. Good stuff! I'll do a proper port later unless somebody beats me to it.
rulezadded on the 2008-09-28 10:32:19 by psonice psonice
Thumbs up to the organisers for forgetting to announce that this was 1k and then running it on a crap graphics card! Thumbs down to parcelshit for coming last!
rulezadded on the 2008-09-28 12:18:43 by syphus syphus
Really nice !
Could you be done more detail about the elf format hack ?
rulezadded on the 2008-09-28 12:28:27 by XT95 XT95
PARCELSHIT!
rulezadded on the 2008-09-28 12:44:29 by dv$ dv$
Cool!
rulezadded on the 2008-09-28 13:20:12 by BiTL BiTL
re. syphus, I knew it would run slow on the Linux machine at the party. As for the lack of indication it was 1k... Well, these things happen.
massive shit
rulezadded on the 2008-09-28 14:35:19 by chromag chromag
it almost looked like the same effects in the 256b category :)
rulezadded on the 2008-09-28 17:53:27 by pohar pohar
1k for linux GRAT!!! O_o--b
rulezadded on the 2008-09-28 22:47:28 by aha aha
rulezadded on the 2008-09-28 23:27:57 by ٩๏̯͡๏۶ ٩๏̯͡๏۶
osx 'port': http://psonice.untergrund.net/files/demos/DirtyHarriet.zip

I added some parameters to it while I was seeing how the shader worked, and figured I might as well put them in. Brief description:
- Interactive mode - turn it off to see the original. When it's on you can play with stuff. When it's off, only speed works.
- Speed/zoom - obvious/zooms (or stretches on Z) the surface.
- Mouse control: in the view area, hold the left button and move the mouse to move around (handy for exploring those funky tunnels :) and hold the right button and move it to look around.
added on the 2008-09-29 02:54:32 by psonice psonice
Can't check it now since I don't have linux but it looks like a GPU port of a 256 bytes intro I saw long ago. Is that what it is ? :)
added on the 2008-09-29 02:56:51 by keops keops
keops, no, the 256 byte version is much better ;)

psonice, neat! Thanks a lot.

I will add a link for the sauce tonight after work.
clever shit
rulezadded on the 2008-09-29 11:25:28 by keito keito
very nice and props for elf hacking :)

päckchenscheisse!
rulezadded on the 2008-09-29 13:53:51 by gopher gopher
What Wade said minus the incredible.
rulezadded on the 2008-09-29 19:10:02 by [self-ban] [self-ban]
:O 1k
rulezadded on the 2008-09-29 19:17:04 by bfx bfx
pr0n
rulezadded on the 2008-09-29 19:54:55 by xernobyl xernobyl
PARCELSHIT!

thumb up for my own private reason.
rulezadded on the 2008-09-29 20:29:19 by Shockwave Shockwave
psonice:
doesn´t run on my Dual 2.3 PPC G5
added on the 2008-09-30 12:39:24 by Sir Sir
sir: forgot to mention, the osx port is leopard only (. It'll want a SM3 capable card too (hmm.. maybe it'll do software fallback if you're lucky. Expect slowness if it does ;)
added on the 2008-09-30 12:48:53 by psonice psonice
ok :)
added on the 2008-09-30 14:22:26 by Sir Sir
Nice... but I prefer the color scheme of Lattice ;P
rulezadded on the 2008-09-30 17:19:38 by pera pera
psonice:
Neither does it run on my G4 + 10.5.4 + SM3 GPU system. How can I help you to fix it for PPC?

added on the 2008-10-01 06:20:20 by Hoild Hoild
hoild: curses! Does it crash with an error or anything? If it does, find the crash report in the console and mail it to me (psonice at gmail.com). What GPU is it? Perhaps I can get access to a similar system at work.
added on the 2008-10-01 09:19:28 by psonice psonice
Great, but could you beta test it on some other poor sod's machine next time? :-D

grr..
rulezadded on the 2008-10-01 16:59:25 by MeteoriK MeteoriK
Runs a bit slow on my machine...
added on the 2008-10-02 00:07:42 by beavis77 beavis77
Very nice 1k with a perfect OS X port ;)
rulezadded on the 2008-10-02 17:52:08 by Queen bittin Queen bittin
sadly i get a segfault... if I get source this could be debugged :)
added on the 2008-10-02 19:00:59 by jaw jaw
psonice: No segfault, no crashdump, doesn't even output anything to stdout/stderr when I directly launch the binary from terminal. Takes an awfully long "bouncey-bouncey" in the Dock until it opens a window, and then it doesn't render any 3D in the window just keeps hogging my system at 100% CPU load.

NV44A (crippled GeF6800 core sold as "GeF6200A"), 400MHz GPU clock, 933MHz DDR2 memory. Keenan Crane's realtime interactive quaternion julia fractal Cg code builds and runs quite nice here.

Will test it on a similar config at a friend, his OS is untweaked, unlike mine.
added on the 2008-10-03 08:59:35 by Hoild Hoild
parapete: Bounces, opens window, doesnt draw anything, pink noise soundtrack using the fan :-). MacBook air. No idea if it should run though but glview says I have shader language support up to 1.2. Hmmm.
added on the 2008-10-03 10:18:03 by auld auld
Hallo. Any problems re. the Mac port should be directed at psonice as I have no idea about this platform. I will try to get the C and assembly source online soon so people can try to probe problems themselves, but I just haven't found the time to clean it up yet, sorry.
auld: the air has gma950 I think, which probably won't run the shader. If it did, it'd be slow as hell anyway ;)

Hoild: a 6200 would be painfully slow running this anyway. I'd try and run it on something with a reasonable gpu as the shader is pretty heavy (my radeon 2600 is passable so I guess an x1600 or gf7600 is a reasonable minimum).
added on the 2008-10-03 11:39:44 by psonice psonice
Very cool and advanced. Thanks for the research :)
rulezadded on the 2008-10-04 10:11:10 by waffle waffle
Here is a win32 port (fast made)
clod_win32

Now, no more excuses you dont watch this prod...
added on the 2008-10-05 13:25:56 by Tigrou Tigrou
...except when you run it on a box with Athlon64 3800 and ATI X1250, like i just did, because then you get a white screen :/
added on the 2008-10-05 13:38:50 by havoc havoc
GF8600GT, Athlon64 3000+, 1GB RAM, Win XP SP3

Port works great, cool prod! ;)
rulezadded on the 2008-10-05 13:48:07 by Tomoya Tomoya
havoc > you get a white screen because your graphic card driver cannot compile the script (no ps3.0 support?) and so only show a quad...
added on the 2008-10-05 14:03:43 by Tigrou Tigrou
...so there is an excuse not to be able to see this prod after all.

VIDEO PLEASE.
added on the 2008-10-05 14:14:51 by havoc havoc
ah fearmoths
sucksadded on the 2008-10-05 14:37:53 by Warhead Warhead
Warhead, you're just jealous that I didn't release this under TRSI!

Tigrou, thanks muchly for the port. Most appreciated.
rulezadded on the 2008-10-05 17:10:25 by v3nom v3nom
here your deserved thumb :)
rulezadded on the 2008-10-05 17:34:42 by hArDy. hArDy.
fixed for win32 ati (maybe nvidia too):
http://pagesperso-orange.fr/franck.charlet/clod.zip
added on the 2008-10-05 17:45:41 by hitchhikr hitchhikr
man, could you tell me what you change???? so i can replicate it to first version and then we will have only a single one
added on the 2008-10-05 17:52:19 by Tigrou Tigrou
Now works on my HD2350.
rulezadded on the 2008-10-05 18:22:46 by Alpha C Alpha C
Piece of cake: GLSL integers are 16 bits.
65536 = 17 bits and as ATI implementation respects GLSL specifications their compiler will generate an integer overflow, so either use 65536. or 0.
added on the 2008-10-05 18:28:42 by hitchhikr hitchhikr
The first version works on x1900, this new version doesn't.
added on the 2008-10-05 18:57:19 by auld auld
Great stuff! Made my own conversion, the one for the ATI by hitchhikr, has some bad artifacts on nVidia (8800GT here).
rulezadded on the 2008-10-05 23:12:39 by d3pth d3pth
hitchhikr, are you sure what you describe is the problem? As far as I know using an int in a vec3 constructor should not cause problems on glsl compilers from either vendor.
looks great!
rulezadded on the 2008-10-08 02:09:36 by Bobic Bobic
hitch/pete: Integer overflow is undefined (not defined to wrap-around as hitch seem to suggest). Here's the exact wording of the spec, including the reasoning: "It is not expected that underlying hardware has full support for a wide range of integer operations. Because of their intended (limited) purpose, integers are limited to 16 bits of precision, plus a sign representation in both the vertex and fragment languages. An OpenGL Shading Language implementation may convert integers to floats to operate on them. An implementation is allowed to use more than 16 bits of precision to manipulate integers. Hence, there is no portable wrapping behavior. Shaders that overflow the 16 bits of precision
may not be portable."
Apparently ATI wraps the integer-constant 65536 before passing it to the float-vector constructor, and this is as far as I can tell OK by the spec. I guess the fix is to use "65536." (with the dot - as hitch suggested). I hope this clears things up a bit.
added on the 2008-10-13 16:27:24 by kusma kusma
Cheers kusma, that's clarified things.
Quite nice 1k.
rulezadded on the 2008-11-11 01:21:30 by bdk bdk
linux 4 ever.
rulezadded on the 2008-12-13 18:12:32 by las las
works on GeForce 7600 GS, but slower of course.
rulezadded on the 2008-12-15 12:25:13 by El Topo El Topo
wow!
rulezadded on the 2009-01-11 04:08:58 by T$ T$
inspected
added on the 2009-08-16 19:02:41 by dila dila
respected
rulezadded on the 2009-12-10 18:57:59 by xteraco xteraco
1k \o/
rulezadded on the 2010-09-03 17:10:13 by rez rez
nice
rulezadded on the 2010-09-03 18:47:36 by TMB & ReeBoK TMB & ReeBoK
mmkay really nice
rulezadded on the 2010-09-03 20:39:52 by Sir Sir
Segfaults for me (Arch Linux, 64-bit).
I tried running in gdb but gdb can't even give me the disassembly of where it segfaults :/
added on the 2012-03-16 01:51:32 by FreeFull FreeFull
Works great on iMac
rulezadded on the 2014-05-24 19:47:48 by applecrypt applecrypt

submit changes

if this prod is a fake, some info is false or the download link is broken,

do not post about it in the comments, it will get lost.

instead, click here !

[previous edits]

add a comment