smash information 436 glöps
- invitation Windows Realtime Generation by Fairlight [web] & Andromeda Software Development [web] & Alcatraz [web]
- hey, i dont think ive ever done that. :)
- isokadded on the 2008-08-26 17:44:32
- invitation Windows Realtime Generation by Fairlight [web] & Andromeda Software Development [web] & Alcatraz [web]
- quick, someone call the arrogance police and have them arrest paniq!
- isokadded on the 2008-08-26 16:08:45
- 64k Windows Panic Room by Fairlight [web]
- i just noticed the water in the dtv+capped captures is really broken. does anyone know what they were done on?
- isokadded on the 2008-08-15 17:18:15
- 64k Windows Magical doll by TGGC
- it's certainly got plenty of flaws (like the direction, music, it's about 4 minutes too long for the content) but there's some pretty good things about this technically that make me happy for the future - because there's a lot of potential here.
come back again, use the spare 20k on some more content, work on getting better at the direction, and you could actually do something really good i think.
deserved a much better ranking at evoke. - rulezadded on the 2008-08-15 10:08:44
- 64k invitation Windows Demozone 2008 invitation by False Idols
- do not worship false idols!
anyway, erm, i only get a black screen with text and some quite good tbl-jizz/stash-era-esque soundtrack.. on ati 2600xt here. - isokadded on the 2008-08-10 12:48:11
- wild Animation/Video Do it right by Granma [web]
- i should hate it on principle, but it's quite funny, well edited and the track is pretty good. :) it's actually.. enjoyable!
- rulezadded on the 2008-08-08 13:33:28
- wild Animation/Video HBC-00004: Field Trip by ½-bit Cheese [web]
- brilliant, lots of little details, movements and sync. love it.
- rulezadded on the 2008-08-05 18:14:58
- 64k Windows Panic Room by Fairlight [web]
- zoom: the shader "mystery" is a pretty obvious one: combinations of shader fragments. so, youve got a shader for 0 lights, 1 light, 2 lights, 3 lights at a time; then youve got combinations for textured, untextured, normalmapped, parallaxmapped; for specular or not; for ssao or not; for water rendering, for underwater rendering; for z passes, shadow passes etc; and for other effects too. it's much the same way that half life gets thousands of shaders. it's that, or extremely inefficient shaders with a lot of branches, and halving the framerate. :)
the nfo file as a whole should be taken as a small homage (pisstake) on the tremendous boasting in some other group's infofiles and scrolltexts. :) obviously writing "400 shaders" is about as sensible as saying "we had 131294 triangles in 490 objects" or "300,000:1 compression" or something - it's clearly a pointless number. in fact it makes more sense when explaining the precalc time than it does when talking about amounts of data.
but that said, some of you guys who do know what's possible but haven't done a 64k in a few years, when fixed function was still going strong, might be surprised to learn that the shaders are the biggest single (yes,compressed) data block in the 64k, bigger than the meshes, samples, music data, texture data etc. modern rendering apparently doesnt come for free. so dont forget to factor it in when making that killer comeback 64k! ;)
- isokadded on the 2008-08-05 13:34:53
- 64k Windows Panic Room by Fairlight [web]
- some virus scanners incorrectly believe that any exe packed with kkrunchy must be a virus.
feel free to ignore it, or mail fsecure and complain. :) - isokadded on the 2008-08-04 14:24:04
- 64k Windows Panic Room by Fairlight [web]
- syphus: did you select a res your monitor can handle? (the setup box isnt smart enough to stop you from selecting an invalid one)
- isokadded on the 2008-08-04 11:22:43
account created on the 2000-09-14 11:23:11
