rloaderro information 2409 glöps
- general:
- level: user
- personal:
- first name: Espen
- last name: Aamodt
- cdcs:
- cdc #1: alien sex clone by Fudge
- cdc #2: deesbab by orange
- cdc #3: Aura for Laura by SoopaDoopa [web]
- cdc #4: fr-034 / hjb-104: time index by Farbrausch [web] & Haujobb
- cdc #5: subside by Unique [web]
- demo Amiga OCS/ECS Fracture Reduction by Cosmic Orbs [web]
- Cool effect, cool graphics and relaxing atmosphere
- rulezadded on the 2025-06-23 10:11:45
- 64k Amiga OCS/ECS Colombia by Lemon.
- Well... I came here to ask whether tihs is the best Amiga intro of all time, but I see I already did that 2 years ago. Still amazing stuff!
- isokadded on the 2025-06-20 17:41:15
- demopack Amiga OCS/ECS Crap Box -28 by The Electronic Knights
- Excellent selection! I read the whole scroller too. Now I know how I should treat my old disks.
- rulezadded on the 2025-06-17 19:22:31
- demo ZX Spectrum Cobituary by HOOY-PROGRAM [web]
- Fine dot movements in this one. I'm going to have to watch Budleigh Salterton with my own eyes one day. It sounds like a placename made up to sound british, but it's too British to be real. Should the word "british" be capitalised in the previous sentence? One for the readers to figure out!
- rulezadded on the 2025-06-15 01:01:03
- demo Amiga AGA Dead Ahead by Flex & Ephidrena
- This vector quantization technique can be applied in general to compute any kind of shading. I believe it has been used in game industry and Kusma told me there are examples of it on GBA.
- isokadded on the 2025-06-12 16:41:26
- demo Amiga AGA Dead Ahead by Flex & Ephidrena
- I'll share another tech nugget from this demo. The falling coins have indexed normalmaps. The original 24-bit normal map has been redued to N normals in color quantization fashion. The N normals are shaded and an N texel sized pre-shaded texture is generated. Then the indexed normal map is used to look up into the small set of shaded results. So the required number of computations to do bumpmapping can be reduced to whatever quality level you want. If you have a bumpmap with only 10 distinct normals, then you only need to shade 10 normals. Much cheaper than doing per pixel bumpmap computation.
- isokadded on the 2025-06-12 16:35:51
- 40k Amiga AGA superautodrome 2 by Scoopex [web]
- Missing thumb! Multilayer transparency in 256 color mode is pretty cool actually.
- rulezadded on the 2025-06-12 10:39:31
- 256b procedural graphics TIC-80 From below by The Orz
- Cool idea!
- rulezadded on the 2025-06-12 05:26:35
- demo Amiga OCS/ECS Electrons At Work by The Electronic Knights
- 1998 OCS texturemapping and cool chaos zoomer tunnel. Also a bit of teenage rebellion in the scrollers is always good.
- rulezadded on the 2025-06-11 21:22:40
- intro Amiga OCS/ECS Old Cranky Style by Genesis Project [web]
- The background patterns are antialiased. Nice to see some love put into such details. Slick logo as well.
- rulezadded on the 2025-06-11 17:16:36
account created on the 2015-01-04 06:03:41
