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Date: 2010-10-17 01:48 pm (UTC)no subject
Date: 2010-10-17 01:54 pm (UTC)no subject
Date: 2010-10-17 02:16 pm (UTC)no subject
Date: 2010-10-17 02:19 pm (UTC)no subject
Date: 2010-10-18 11:48 am (UTC)The rendering code will be leveraging the graphics hardware via DirectX/OpenGL to do a lot of the work. In particular, the hardware can render textures onto surfaces and apply lighting functions to them. So much of the "look" of the surfaces comes from just generating (and animating) the simple line pattern textures you can see. The tweaking comes from shader programming.
As
But I doubt it's that random. Demo crews are too picky. The details will come from some sort of PRNG, but I expect the overall flow and major shapes are deliberately designed.
If you want to see something actually hacked in 4k of machine code including the rendering, just look up 4k demos on DOS / Amiga / other platforms.
E.g. this one which reproduced a lookalike of the Descent game engine and a copy of the first level. You can run it under DOSBox although it comes out slow.
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Date: 2010-10-18 12:07 pm (UTC)And it's very unlikely to be random. There are two versions of it, and there are both differences in the specifics, but with a generally similar trajectory. Which makes it seem more likely (to me) that they just found a good way of producing things that look very complex, without actually being that complex.
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Date: 2010-10-17 05:29 pm (UTC)This is .kkrieger, an FPS game.
It's 96k
:-D
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Date: 2010-10-17 07:29 pm (UTC)no subject
Date: 2010-10-17 10:31 pm (UTC)I didn't see many fractals in the animation, but I have a few thoughts about how they may have compressed some of the data. Firstly, I suspect these are not all proper three-dimensional objects - the part where floating spheres gradually merge I think will actually be some other mathematical process, there is no model of the 3-d shape at each point in the merge. Similarly, some of the visual effects are probably hardwired in, rather than laid over with separate code. Secondly, I bet there's a lot of data reuse: some of the shapes we see, and some of the musical phrases, may be what you get when you treat some of the operating code as positioning data. (With 4k of data, you have a lot of substrings available.) Thirdly, yeah, I agree - a random number input can give a lot of payoff if you're patient about tweaking it.
None of which is meant to detract from their achievement, of course!
Similar issues are discussed in the chapter on Elite in Francis Spufford's Backroom Boys, where the Fibonacci sequence breeds planets like rabbits. (As you probably well know, Professor.)
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Date: 2010-10-19 08:18 am (UTC)And yes - the way that the different objects interact makes it look like they're merging through each other, or are 4d projections onto 3D space (although that doesn't look right, that's the impression it gives to me).
I've not read Backroom Boys. Is it good?
Backroom Boys
Date: 2010-10-19 10:21 pm (UTC)no subject
Date: 2010-10-25 07:03 am (UTC)It looked to me like:
They had a nice scalar field renderer (marching cube meta-ball renderers are common in the demo scene) and and realized that you can put any function into it (not just meta-ball based functions, though they did a bit of that too)... The also had some nice texturing code, but were using the same texture everywhere.
All the boolean operations were actually simple done as a sum of simple functions to produce the the scalar field...
Of course they also did all the standard demo scene tricks such as self unpacking code and in this case I'm certain they were making high level calls in DirectX or OpenGL...