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Forums > CSDb Entries > Release id #218343 : E2IRA
2022-08-28 09:06
wacek

Registered: Nov 2007
Posts: 501
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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2023-03-28 11:53
Krill

Registered: Apr 2002
Posts: 2844
Quoting 4gentE
Quoting Krill
Some demos/effects come with a user-mode to interrupt the streamlined trackmo presentation and play around with a joystick.

Hard to do nowadays, since interactivity, even of the sort of 'press space to advance the mega-demo' fell out of grace at the parties (understandably so) in favor of the trackmo format.
The point is to showcase the realtimeness by interactivity to inquiring minds at home, not during the party presentation.
This is entirely orthogonal to the trackmo format and thus can be mixed.
2023-03-28 13:16
Jammer

Registered: Nov 2002
Posts: 1289
Not to mention, animation is not easier or less painful to write than 'math' ;) The only benefit is that once written good infrastructure for animation can be quite easily reused. But this wasn't actually the case for E2IRA as there was always some additional element included which required customized effort.
2023-03-28 13:36
Raistlin

Registered: Mar 2007
Posts: 559
Quoting Oswald
So for you two a "painting" made by sending a prompt to DALL-E, wins over a true painting, because you cant tell the difference just by looking at it.


You seem to miss the point. The tunnel from Bromance that you mention isn't a good example - it's lossy-packed so, of course, you can see that it's an anim. It still looks fantastic though..

But anyway.. if you show me two absolutely identical pictures, one drawn on screen using some fancy math and another that's just a PNG.. yeah, you're right, I can't tell the difference just by looking. But then neither can anyone - because they're the exact same picture.

Quoting Oswald
No magic for me in packing down animations to small sizes, sorry. C64 scene was always about doing shit realtime, and for me will always will be.


I just checked the code in Star Wars Demo's Flip Disk part and, hats off to you, I never realised that that wasn't an animation.. and now it makes sense to me why there are so few frames... it looks like 30-32 frames..? Which would be 15-16 if you'd used D011/D018 trickery to handle mirroring.

In a coding competition, I could understand the effort. For a demo competition like X, being brutally honest, I don't .. hats off to you, as I say.. but a precomputed animation could've been a lot easier, could've looked much better .. and maybe it would've left you enough time to code a Star Wars scroller for that demo..? ;p


Summary:

Do what you like. If you like to code these things, and allow someone else to more easily show a smoother version, go for it. There are no rules about how C64 demos should be made - regardless of your quoted comments ;-)
2023-03-28 14:08
Krill

Registered: Apr 2002
Posts: 2844
Quoting Raistlin
In a coding competition, I could understand the effort. For a demo competition like X, being brutally honest, I don't
Which is why there should be a limitation to 2 disk sides (along with a duration limitation of 15 minutes). =)
2023-03-28 14:30
Raistlin

Registered: Mar 2007
Posts: 559
Quote: Quoting Raistlin
In a coding competition, I could understand the effort. For a demo competition like X, being brutally honest, I don't
Which is why there should be a limitation to 2 disk sides (along with a duration limitation of 15 minutes). =)


Woah there.. we're currently on 8 disk sides and 45mins for our X demo. Let's hold off any rule changes until X25...
2023-03-28 16:32
chatGPZ

Registered: Dec 2001
Posts: 11116
+1 for the 2 disksides limit. I rather see a good animation than some boring realtime shizznit - but still filling an entire disk with animation (or samples) is just meh

Quote:
C64 scene was always about doing shit realtime, and for me will always will be.

It never was. There always were animations. A ton of demos from back in the days eg have those "raytracing" parts - and ppl went wild over them.
2023-03-28 16:48
F7sus4

Registered: Apr 2013
Posts: 112
To claim that displayed pre-rendered animation is just as meaningful code wise as real-time effects is pretty close to denying the very reason why demoscene even started to exist.
2023-03-28 16:58
chatGPZ

Registered: Dec 2001
Posts: 11116
You mean swapping koalas and tunes on compunet?

(It'd be interesting to know how long the demoscene existed until something like a rotating cube (in realtime) showed up)
2023-03-28 17:32
F7sus4

Registered: Apr 2013
Posts: 112
I do remember quite vividly how groups attempting to sneak FLIC/AVI files (in order to mimic some uber-code effects) into their demos were called like in the late 90s/00s. I won't use the word (everyone already knows it), yet it's the very same thing again, here, 25 years later, in a larger scale. It is what it is no matter how many times anyone will attempt to present black as the new white. (I enjoy the logic backflips performance, though.)
2023-03-28 17:42
chatGPZ

Registered: Dec 2001
Posts: 11116
Quote:
in the late 90s/00s

But it was - and is - done *all the time*

And indeed the killer argument still stands: If that bothers you, just make those things in realtime.
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