Nuclear information 347 glöps
- 4k Windows Atrium by TBC & Loonies [web]
- Just saw the youtube video, and it's definitely the best 4k I've *ever* seen (and much better than most 64k I've seen too).
Great stuff! - rulezadded on the 2008-03-25 01:07:39
- 256k Windows Dynamo by Adapt [web]
- Very nice!
- rulezadded on the 2007-12-18 16:48:43
- demo Windows Sestet by Traction [web]
- The music was very nice ... but this wasn't really a demo. One mediocre effect for 5 minutes on screen doesn't cut it in my book. Put a lot of mediocre effects together and I'll call it "a good attempt", but this isn't even that.
P.S. during startup I got a runtime error about something not being a function, but it ran anyway. So I apologize if what I've seen wasn't really the complete demo. - sucksadded on the 2007-12-18 16:47:45
- demo Windows Lifeforce by Andromeda Software Development [web]
- I love it!
The only part I didn't like at all was the VW beetle-plus-gay-colored-ribbons thing. The rest is absolutely great. Good job. - rulezadded on the 2007-08-07 00:31:59
- demo Windows Beyond the walls of Eryx by Andromeda Software Development [web]
- Not bad... a bit boring, but a nice idea. I didn't like the music, but the spoken greetings was a nice touch :)
- rulezadded on the 2007-06-30 17:15:28
- invitation Linux Windows pixelshow 2007 invitro by The Lab [web]
- Critique which is based on fact and reason is very welcome. Critique which is content-free, unfounded and spurious, and speaking out of ones ass just to make a fuss will not be accepted.
- isokadded on the 2007-05-05 20:20:41
- invitation Linux Windows pixelshow 2007 invitro by The Lab [web]
- No you can't normalize them before passing them through. You don't just "pass through" stuff to the pixel shader, it gets "interpolated". And when you interpolate between two unit vectors, the result is *not* a unit vector.
The 2D texture contains multiple "step" scanlines, by adjusting the vertical coodinate I can achieve different degrees of quantization, ergo it's much easier to tinker with than a fixed 1D texture with one quantization level. - isokadded on the 2007-05-03 15:39:33
- invitation Linux Windows pixelshow 2007 invitro by The Lab [web]
- Thank you all for your comments.
Navis:
About the loading screen, I totally agree.
About the pixelshow logo, two things.
A) I didn't do it (see previous point about not being an artist), just used the one from the pixelshow web site.
B) I think it's very nice. I would choose different colors definitely but even with those colors I think it looks cool. Minimalism is good too, but it's not the only valid design paradigm by a long shot.
Back to the demo: the ducks are VERY fast, try adding like 100 of them with the not-so-secret -d switch from the command line. you won't notice much slowdown. Of course everything in this invitro (almost) can be done without shaders, but no, the shaders are not affecting the performance. There is some sort of driver bug related with the glitch you mention on some ATI cards that slows everything down. I used an X1900 for ATI debugging and it looks/performs just fine, try updating the drivers.
Finally about the pixel shaders... what the *FUCK* are you talking about?
There are 4 normalizations there, they are all absolutely necessary. The light direction vector (light - pos) *must* be unit length, the normal *must* be renormalized after interpolation, the view vector (-vpos) *must* be unit length, and the half-angle vector *must* be normalized as well. If you run the thing through fixed-function with glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 1), and a point light it has to do the exact same operations. Also you *know* that the dot product is raised to the specular exponent that's how the blinn reflectance model works. Are you being provocative just for the hell of it? If so fuck off. - isokadded on the 2007-05-03 01:13:58
- demo Windows Absence by The Lab [web]
- Aasemoon: Actually I'm sorry to let you down, but 95% of the textures where stolen from various sources including but not limited to 3 games (morrowind, serious sam and undying if I remember correctly), 3dsmax standard textures, and I think an envmap I ripped ages ago from hyperventilation/byterapers (you can see that one on the shot above :)
So, no it wasn't intentional (at least I wasn't aware you used that), and probably came from one of the 3 games we ripped. - isokadded on the 2007-05-02 04:28:43
- invitation Linux Windows pixelshow 2007 invitro by The Lab [web]
- sybex: assuming that you mean on MacOSX (cause you can have linux on a mac too, although I wouldn't bet on the availability of linux-ppc gfx drivers) it *should* be able to compile on OSX easily, with few modifications in the makefile. Talk to me through email if you would like to help produce an OSX binary.
- isokadded on the 2007-05-02 02:26:33
account created on the 2001-01-12 05:07:33
