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wacek
Registered: Nov 2007 Posts: 513 |
Release id #218343 : E2IRA
The highest level of admiration is imitation ;)
Joker guys made our day at Xenium with this one!
https://youtu.be/kl8dH7ooRyU |
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Krill
Registered: Apr 2002 Posts: 2969 |
Quoting wacekSo, as it should be, I made a demo about it. Brings back memories of good old times when random folks yelled "A-NI-MAC-JA" and "TU-NEL" repeatedly during demo compos at Easter parties of old (= early naughties or so). =) |
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chatGPZ
Registered: Dec 2001 Posts: 11357 |
As long as its not a skate video.... :=) |
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wacek
Registered: Nov 2007 Posts: 513 |
Quoting Krill"A-NI-MAC-JA" and "TU-NEL"
Are you sure you did not mean "SKAAAN" instead of "TU-NEL"? ;) |
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Krill
Registered: Apr 2002 Posts: 2969 |
Quoting wacekQuoting Krill"A-NI-MAC-JA" and "TU-NEL"
Are you sure you did not mean "SKAAAN" instead of "TU-NEL"? ;) Yes, pretty sure. I might have missed the "SKAAAN" chant, but i distinctly remember the other two. =) |
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wacek
Registered: Nov 2007 Posts: 513 |
Quoting GroepazThe times someone spends an hour playing with parameters is over :)
Well... the careful craft of parameters is still there. For example, the vector split part. Putting aside time used to work on the graphics, it took me a lot of time to work on the trajectories and placement. It was important because this part features realtime (ah! the forbidden word!) generation of two of the codebooks. The part features 4 vector types. The line (1) and the filled (2) are loaded in memory but that is all that there is place for. So the particles vector (3) is generated by modifying the existing line vector codebook, and the diagonal vector (4) is also built in realtime based on the filled one. It is happening as the particles vector is somewhat "stopped" on the left side (instead of flying back to the right side straight away, it bounces up and then goes back to the right on "reversed" sinus). This time is needed for the realtime calculation of the diagonal one ;)
It did take me hours to set the parameters of the trajectories and timing in a way that it seems seamless. Also, notice that the whole background processing does not slow the frame rate, as the code load is balanced properly.
Just saying - even with using frames, the parameters work is still there ;)
EDIT. Unless you meant the viewer not the creator, which now got to me ;) |
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chatGPZ
Registered: Dec 2001 Posts: 11357 |
I ment the viewer of course... of course coders will still spend a lot of time on tweaking params :) |
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Krill
Registered: Apr 2002 Posts: 2969 |
Quoting GroepazThe times someone spends an hour playing with parameters is over :) I'm still a fan of Graham-style user-mode option.
Eventually, someone will be idle enough to play around with parameters, and otherwise it's a good way to show realtimeness without compromising some streamlined trackmo presentation.
That said, i don't quite get why "if it's real-time, make sure to drive the point home" was brought up in the first place.
Are there good examples where a given real-time effect could have just as well been an animation?
Did some people miss out on showing the realtimeness well enough?
And if they did, maybe it was intentional?
It seems a bit like a strawman argument to me. |
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ChristopherJam
Registered: Aug 2004 Posts: 1408 |
Cheers for the insight into the vector split internals, @wacek - that part was definitely a highlight for me.
There's still so much potential for doing interesting things with vector quantized data well beyond simple video playback.
Agreed with $various about how there's not much point doing a realtime effect then only showing as much as could have been easily preanimated. |
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chatGPZ
Registered: Dec 2001 Posts: 11357 |
Quote:Are there good examples where a given real-time effect could have just as well been an animation?
Eg lot of tunnels. Then again, those _are_ often static animation with color cycling :=) |
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Krill
Registered: Apr 2002 Posts: 2969 |
Quoting GroepazQuote:Are there good examples where a given real-time effect could have just as well been an animation?
Eg lot of tunnels. Then again, those _are_ often static animation with color cycling :=) I don't think that move-table effects can be lumped together with straight animation. =) |
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