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#1 |
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lp0 On Fire!
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EAT This farb-rausch!
Squish By AND: http://xfiles.mbnet.fi:8080/asm02/in...ish_by_AND.zip yummie! very nice one. Especially when you notice that It's been done by one man. |
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#2 |
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Member
Join Date: Feb 2002
Location: Helsinki
Posts: 527
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I just luuuv what that dude has done! I think he (?) has really pushed the limits there.. I know that some might see the demo as too "candy color", but I like it!
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#3 | |
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lp0 On Fire!
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Quote:
you god damn Worm! you know that you met me but still didn't say anything! If I would knew that you were one of the guys talking with Sampsa Kurri near of the Coolputer stand, you would have found you image here! |
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#4 | |
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Member
Join Date: Feb 2002
Location: Helsinki
Posts: 527
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Quote:
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#5 |
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Member
Join Date: Mar 2002
Posts: 141
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Good to see the demo scene is still alive and kickin!
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#6 |
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Member
Join Date: Feb 2002
Location: Seattle, WA
Posts: 124
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It was nice, and as a one man hobby technology demo it was very impressive.
But as an art piece, it seemed to be missing something. The pacing / coloring / music was too flat. Each scene was similar to the one before. And there were very few innovative effects. I don't know about you, but I'm tired of watching shiny blobs in caves. I'd say the initial blurry text decrunching scene was the most visually innovative part of the whole intro. |
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#7 | |
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lp0 On Fire!
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Quote:
generally afaik Asm 2002 was many times better than Asm 2001. |
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#8 |
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Professional Malcontent
Join Date: Feb 2002
Location: HTTP 404
Posts: 2,855
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It did very strange things to my desktop.
All my windows ended up centered between my two monitors. Very strange....very very strange. I liked the bluring stuff, though. |
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#9 |
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Nutella Nutellae
Join Date: Feb 2002
Location: San Francisco
Posts: 4,297
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Demo Scene is dead. The proof is in this intro that doesnt give me any emotion at all.
Or maybe it's just me getting older.. ciao, Marco |
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#10 |
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Itchy
Join Date: Feb 2002
Location: United Queendom
Posts: 2,858
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All I can say is fargin 'ell that was pretty awesome.
Now, like I asked before, how the heck do you fit that in 64k?
__________________
Time is an illusion. Lunchtime doubly so - Douglas Adams |
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#11 |
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Senior Member
Join Date: Feb 2002
Location: Brasil
Posts: 1,790
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Very impressive.
Imagine doing this kind of optimizations with games |
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#12 | |
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Nutella Nutellae
Join Date: Feb 2002
Location: San Francisco
Posts: 4,297
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Quote:
In the old amiga days I coded a procedural (tiled) textures generator, a sincos table generator, a 3 DOF raycasted and texturemapped tunnel (each ray traced on a 8x8 grid and then values like texture coordinates were linearly interpolated along the 8x8 tile) in 510 bytes So as u can see one can squeeze a lot of stuff even in very small amount of memory. That is the reason cause I say this intro doesn't impress me at all. It has really no design...and no amazing effects. However I do think is much more difficult to impress someone experienced in the scene in the consumer graphics hardware days. ciao, Marco |
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#13 |
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Senior Member
Join Date: Jan 2002
Location: Abbots Langley
Posts: 732
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IMHO relied too much on render to texture to create the same blur effect over and over again. Liked the metaballs though...
K~ |
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#14 |
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Member
Join Date: Jun 2002
Posts: 121
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I have disagree here. I think that general quality has come clearly down. There wasn't hardly any innovation at all. The 64 KB intro mentioned above is nice, but I still think that some of the Fraubrauch staff is better.
It's probably just that I have seen so many demos and become old and tired |
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#15 | |
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Member
Join Date: Mar 2002
Posts: 141
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Quote:
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#16 |
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Member
Join Date: Feb 2002
Location: Helsinki
Posts: 527
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I think maybe the most impressive things with these kind of 64kb demos are the fact that they are fitted into 64kb. I admit that the content of this demo isn't really anything new, but how well it is done with such strict limitations is the most impressive(tm) think.. IMHO!
I miss the old Amiga demos though.. They were so fun. 2 hours of blah blah in the scrollers to read.. ahhhh.. |
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#17 |
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Itchy
Join Date: Feb 2002
Location: United Queendom
Posts: 2,858
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Thanks again nAo... without using these techniques the demo would probably weigh in at around 5MB or more I reckon.
I dont know I think this demo was quite a graphical acheivement but in the sense of style it was lacking compared to the farb-rausch demo's. Inversely the Mov-It demo had too much style over content and got tedious after about 3 minutes...in fact I have never seen the end of that particular demo. Seeing Final Reality for the first time was impressive and I loved the demo in 3DMark 2000 with the old geezer holding a cube in his hand that was reflecting his face. This demo scene is an excellent way for enthusiasts to get into the industry and therefore I hope it doesnt 'die' or I dont think it is 'dying' at least not in some parts of Europe. I just think it is interesting that most games are over a gig in size and even when they are using the latest shader effects no games look as impressive as these '64k' demo's - at least not for 'wow' factor. I can't remember the last game I saw and thought ... 'that is an awesome effect' - actually I do and it was the original Unreal but I think you get my meaning.
__________________
Time is an illusion. Lunchtime doubly so - Douglas Adams |
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#18 | |
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Member
Join Date: Feb 2002
Location: Helsinki
Posts: 527
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Quote:
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#19 |
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Itchy
Join Date: Feb 2002
Location: United Queendom
Posts: 2,858
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Hehe.. sorry - at least I got the company right
__________________
Time is an illusion. Lunchtime doubly so - Douglas Adams |
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#20 | |
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Member
Join Date: Feb 2002
Location: Helsinki
Posts: 527
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Quote:
Back to the 64kb subject.. Could someone brief me why games & stuff don't use this tech as we see in the 64kb demos? Is it hard to do, or is it just not worth the effort or? I'm not that into this kind of stuff, so sorry if the question is a bit dumb.. |
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#21 |
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Itchy
Join Date: Feb 2002
Location: United Queendom
Posts: 2,858
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Just checking task manager and how much memory the demo was using once it had 'decrunched' and it came to a whopping 32,708KB .... !!
__________________
Time is an illusion. Lunchtime doubly so - Douglas Adams |
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#22 |
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Member
Join Date: Mar 2002
Location: Bristol, UK
Posts: 781
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I don't know much about how its done either but I'd guess there are a few reasons why this isn't used in games.
Most of the shapes and textures in these demos look like they could be produced mathematically but I would think it would be very tricky to create models of people and the textures seen in games in the same way. Secondly there is no need to do it. In the intro compo its the rules that the demo is under 64kb. For a game the limit's generally 1 or 2 cds |
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#23 |
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Regular
Join Date: Feb 2002
Location: California
Posts: 4,732
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I think some of the "old skool" VIC 20 and C64 demos being done today are mightily impressive. When I left the scene, people were just starting to do flat-shaded polygons, but now, I've even seen faked bump environment mapping. Rather impressive for the old 6502.
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#24 | |
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Member
Join Date: Feb 2002
Location: Helsinki
Posts: 527
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Quote:
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#25 |
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Member
Join Date: Jun 2002
Location: Sweden
Posts: 147
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8)
OK, I´ve said it before, but I´ll say it again. They use the compression tool called "UPX". If you use this tool to decompress "Squish.exe" you´ll find that the uncompressed size is 3 178 496 byte. Edit: PS. The reason this kind of tool isn´t used for regular games is that the compression only work for executables. I should think one huge exe file wouldn´t be that practical rubank |
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