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Scanline   [2019]

Scanline Released by :
Steven K

Release Date :
27 January 2019

Type :
C64 Demo

AKA :
First Demo

User rating:******____  6.2/10 (14 votes)   See votestatistics
*******___  6.5/10 (6 votes) - Public votes only.

Credits :
Code .... Steven K
Music .... Signor of Acheron, Fraction
Loader .... Madrom


SIDs used in this release :
Fraction(/MUSICIANS/S/Signor/Fraction.sid)

Download :
http://csdb.dk/getinternalfile.php/178381/STEVEN K - Scanline.d64 (downloads: 370)

Look for downloads on external sites:
 Pokefinder.org


User Comment
Submitted by steven_k on 9 June 2019
Yes have seen that demo after was writing the post, great demo indeed and vector is a definitely a must list here as well! Thanks for RN info. Looking forward for more vector work from you on c64 :-)
User Comment
Submitted by Axis/Oxyron on 25 February 2019
Very nice firstie. I´m a sucker for non-convex filled vectors!

Another one worth to watch is inside:
Incoherent Nightmare

The vectors in Radio Napaln are precalculated and prepared in a way that no inconvex/overlapping shapes need to be filled. So it´s basically the same eor-fill used as in all convex vector parts.
User Comment
Submitted by Golara on 29 January 2019
Oswald, well you might be right about that one effect. But what's else in the demo ? Quite slow 8x8 plasma (because loop instead of speedcode, i get that). "Cyber vectors" were done by Camelot and Samar in 50FPS. Steven_K knows what to do to make it better so we'll see better stuff for from him for sure.
User Comment
Submitted by steven_k on 29 January 2019
would be not fair not to mention some things about those vectors. rotations and walls sortings are not done in realtime. I did that in the past unfortunately noone apart from me had seen them :) drawing routine could be optimized though. unrolled loop for vertical line drawing and using 4 vertices faces in place of 3, which also would have other benefits than speed only. Next step in optimization, but more for realtime version probably could be using disk drive processor for some of the calculations like in Elysium's Realtime intro, so there is a lot of the room for improvement for sure:)

I still wonder how that huge 'complex' vector was done in the beginning of Radio Napalm by Reflex, must have been some nasty filling routine :)

Two of the must see of the 'complex' vectors:

Realtime Intro
Coma Light 11

I don't know about more but would love to hear if you guys have more of the examples!
User Comment
Submitted by Dr.Science on 29 January 2019
Very nice first demo and I hope we will see more from you!
User Comment
Submitted by Oswald on 29 January 2019
Golara, its very hard to do fast and nice 3d, this is my 2nd or 3rd try at it: https://csdb.dk/release/?id=48383, inconvex filled shapes at 10fps != he doesnt know how to optimize for c64, its you not knowing its bloody hard :)
User Comment
Submitted by Golara on 29 January 2019
Nope, I don't know this kind of math. But we all seen similar routines done much faster. I don't get your reaction, I'm not dissing him or his work... My guess is that he's quite knowledgeable but maybe doesn't know how to optimize for the C64 screen. Just my guess, didn't look into the code
User Comment
Submitted by Oswald on 29 January 2019
Golara, could you show some better 3d routines from your own expertise ?
User Comment
Submitted by Jammer on 29 January 2019
@Golara: IIRC in those golden years of ugly math demos hardly anyone used fixed framerate. You just calculate things in main loop and switch to other screen buffer when it's done. Pretty standard I'd say :)
User Comment
Submitted by Golara on 29 January 2019
Looks great in warp mode :P Pretty cool effects, too bad they are awfully slow. My guess is that you know your math very well but you don't know how to optimize for C64, with it's weird and totally not linear framebuffer. If you work on that I'm sure you can do much cooler effects. Good luck !
User Comment
Submitted by Didi on 29 January 2019
Quite impressive for a first attempt. I admit that I used Alt+W a lot, so I have to agree that some effects were shown way too long. But I guess with some "professional" advice the next one will be much more balanced and maybe pimped with some nice graphics.
User Comment
Submitted by steven_k on 29 January 2019
Guys, thank you for all your comments! Was a lot of fun in making this little attempt and i am very happy to see such a positive feedback:) This for sure can give energy for future work towards better results!!
User Comment
Submitted by Cruzer on 28 January 2019
Convincing debut! Next you might wanna learn about loop unrolling. :)
User Comment
Submitted by Slator on 28 January 2019
thumbs up! really nice stuff for a first demo, some things, like the vectors people even dont dare to do in their 20th demo :D

keep them comming and welcome to c64 :D
User Comment
Submitted by xIII on 28 January 2019
Nice debut.
Smooth demo... in Vice ... Warp Speed...
User Comment
Submitted by Mixer on 28 January 2019
Filled vectors - always good choice for the first demo.
User Comment
Submitted by Joe on 28 January 2019
Nice debut! Welcome!
User Comment
Submitted by Jammer on 28 January 2019
Actually it's pretty refreshing to see a bit fugly 90s inspired production with dose of quite good math in 2019. I did like filled vectors :) Welcome!
User Comment
Submitted by Oswald on 28 January 2019
feels like what I would've coded 22 years ago, the inconvex vectors are super nice.
User Comment
Submitted by Yazoo on 28 January 2019
not bad. yes, a bit slow paced - and i do miss some eyecandy (graphics, screen layouting etc.)... but it's an awesome release as a firstie! and alt+w in vice helps here and there :-) keep it up, and welcome!
User Comment
Submitted by Groepaz on 28 January 2019
a bit slow on the pace, and effects run a bit long... great debut nonetheless.
User Comment
Submitted by Rudi on 28 January 2019
Nice, I like the part with the filled vectors. The repeated music is annoying though. But I wonder how it is possible to make a slower line routine (ref. the rotating wireframe cubes part) than a filled one.
User Comment
Submitted by Isildur on 28 January 2019
Very long effects but overall nice demo.
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CSDb (Commodore 64 Scene Database) is a website which goal is to gather as much information and material about the scene around the commodore 64 computer - the worlds most popular home computer throughout time. Here you can find almost anything which was ever made for the commodore 64, and more is being added every day. As this website is scene related, you can mostly find demos, music and graphics made by the people who made the scene (the sceners), but you can also find a lot of the old classic games here. Try out the search box in the top right corner, or check out the CSDb main page for the latest additions.
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