KK information 528 glöps
- general:
- level: user
- personal:
- first name: Krzysztof
- last name: Kluczek
- game Windows Medlab Terror by SirRandom & Taeaekkae [web]
- Has a bit of "my first game in Unity" feel, but quite OK. Would be cool in made from scratch on custom engine and would rule if done in 96k.
- rulezadded on the 2018-08-01 12:23:35
- 4k Windows End of time by Alcatraz [web] & Altair
- Basically, Virgill was implementing pathtracing, but somehow it started looking good before he finished the implementation and we gave it a go.
So we called it MadTracing[tm] for a reason. ;)
Basically it traces primary ray normally, averaging samples on the way plus one more or less random sample in the reflection direction at every step. This effectively produces volumetric lighting with directional glow (thanks to secondary samples) and once the primary ray hits surface the remaining iterations (there's no early exit in the tracing loop) result in DOF/antialiasing (primary ray is randomized per step and still converging and averaging) and "pathtraced" surface (secondary samples).
Secondary "rays" particularly hacky. The direction is computed normally as view direction reflected by the normal, randomized according to roughness, but there's only one sample taken at the "best known" secondary ray distance (which is updated after the sample). In effect, on low roughness this approach usually finds the proximity of the reflected surface and on high roughness samples randomly around the shaded point (but then, nobody really cares). In the end, averaging everything hides most artifacts. :)
There's almost no postprocessing here, except for averaging with previous frame. :) - isokadded on the 2018-07-23 00:50:53
- 16k Windows Digiverse by Aberration Creations & Eclectique
- Awesome! :)
- rulezadded on the 2018-07-11 23:42:13
- 32b MS-Dos Projektbeschreibung by Desire [web]
- Great! :)
- rulezadded on the 2018-07-08 14:10:28
- demo Amiga OCS/ECS 604 by Altair
- Thanks All! :)
@Nitro: To be exact, this started 1.5 week before the party + 10h of partycoding with Malfunction.
@Hoild: Our method is 1:1 compatible with C64/Atari (256 chars 8x8). Minus continuous positioning, masking and cyberzoom, of course.
But we might reuse the compressor for an 8-bit prod one day. ;)
@noname: I still have to get an A1200, but looking forward to it. :) - isokadded on the 2018-07-06 22:42:04
- demo Amiga OCS/ECS CrapCrunch by CrapTeam
- We didn't! ;)
And love @ AMOS. I spent half of my late childhood with it. - rulezadded on the 2018-07-05 23:51:13
- 8k Windows emnor by jetlag
- @provod: So, if changes are going to be so extensive, maybe it would be better to release it as another prod? For one, not to confuse versions, and second, to get a fresh viewer attention (it will definitely be worth watching). Just a thought. :)
- isokadded on the 2018-04-09 22:39:30
- 8k Windows emnor by jetlag
- @provod: You came 3rd at Revision. Within few weeks captures of this version WILL be uploaded on at least several channels, so YouTube version will just happen sooner or later. Nice that you still have motivation for a final - I never made one myself. :)
Also, do you plan to sync machines separately in final? Or should they all still move together (as in domain repetition)? :) - isokadded on the 2018-04-08 23:24:07
- 8k Windows emnor by jetlag
- @keen: Great! I'll be waiting for it. :) I can spare myself grabbing the shaders from Crinkler recompress report and renaming identifiers by hand. ;)
- isokadded on the 2018-04-08 08:58:27
- 8k Windows emnor by jetlag
- Can we expect a YouTube grab of this one? Or a ShaderToy, if you decide to publish sources? :)
I already rewatched this few times, as I wonder how far 8k can be pushed in terms of Zero Day remake/spinoff. :) - isokadded on the 2018-04-07 08:41:20
account created on the 2005-01-01 20:37:09
