jco information 409 glöps
- demo Windows sp04 - 거미 김 (Spider Kim) by Spacepigs [web]
- yes, but when is johann, and what is a demo
- isokadded on the 2018-05-24 20:34:52
- demo Windows sp04 - Echo Chamber by Spacepigs [web]
- xernobyl, I'm surprised that people find it funny at all. You probably do get it.
- isokadded on the 2018-05-06 19:45:59
- demo MS-Dos saulin penis by Jumalauta [web]
- youporn link?
haven't watched it, must be good. - rulezadded on the 2018-04-20 10:37:43
- demo Windows sp04 - Echo Chamber by Spacepigs [web]
- Zavie: Thanks a lot! Also for pointing out that "mise en abîme" is a known thing. It's one of my favorite techniques which I used several times in all kinds of prods, in more or less meta ways. Exploring self-referentiality just keeps intriguing me, imho it's one of the most interesting concepts to convey deeper meaning.
- isokadded on the 2018-04-16 17:54:29
- wild Commodore 64 BluREU by Crest
- bam!
- rulezadded on the 2018-04-12 22:08:56
- demo Windows sp04 - Echo Chamber by Spacepigs [web]
- new youtube version is good!
- isokadded on the 2018-04-10 13:56:49
- wild Animation/Video No tunnels: just colons by Turboanalisis
- very informative!
- rulezadded on the 2018-04-09 19:03:48
- demo Windows sp04 - Echo Chamber by Spacepigs [web]
- meh. sound is totally off sync in youtube version.
- isokadded on the 2018-04-09 15:56:55
- demo Windows sp04 - Echo Chamber by Spacepigs [web]
- gargaj: you got a point there ;) I'm still catching up with current engine tech. For now we got one (!) point light, relatively simple shadows, and the ability to render reflection cubemaps anywhere in the scene. Shading is classic phong, and everything still 8bit per channel. The only thing that looks kinda good is the volume light tracing, which is why I overused it to death.
As paralax said, the central problem was that our lua interpreter is too expensive. Mint lua in c++ is about 10x as fast. The whole scene graph lives in lua, and traversing it multiple times for shadows, reflections and hires zbuffer destroys performance completely while the gpu is relatively bored.
As soon as we'll have this covered, next on my list is improving the lighting (more than one point light would be awesome!), probably switching to hdr, a basic pbr shader... the obvious next steps for achieving higher visual fidelity. Not rushing the models with my amateurish skills (I need content now!!1) but instead letting blockbuster create proper ones might help too ;)
Sidenote: "raytracing testtro" is the actual test scene I used for developing the new features... - isokadded on the 2018-04-06 23:46:34
- 64k Windows fr-090: Let be there light by Farbrausch [web]
- great job on the organic "springiness" combining with the pose animation of the characters. not really digging this over the top hard trance style, but top notch sound anyways. your synth definitely delivers. nice lighting too. extra thumb up for the tightly synced sensory overload.
- rulezadded on the 2018-04-05 21:07:46
account created on the 2002-04-08 16:24:13
