Demoscene - The Art of the Algorithms
April 9, 2012 1:18 PM Subscribe
Wired called them, digital graffiti and John Carmack spoke of them at QuakeCon 2011 but they remain little known. A recently released full-length documentary (download) gives a portrait of the creative digital subculture from 80s to the present day.
Previously: The 'demoscene', Please insert disk 2, I am bit tired of blobby things, though, 96k of hilarity, The Demoscene is alive and kicking and Live Coded Demoscene.
via
The demoscene began as part of the warez scene, where small introductions (shortened to intros) were added to the cracks, later combined into a single word, cracktros. These intro became more complex until some were not longer being added to the front of cracked games but released in their own right.
Members have been documenting the scene in various way for some time, creating databases of demos, such as pouet and the Commodore 64 scene db, creating news sites like scene.org and bitfellas. Preserving demos, with projects like the three volume mindcandy collection (previously and also) or online with demoscene.tv and capped.tv. Others like Tamas Polgar have been giving presentation's The Complete History of the Demoscene from 2005 and The Art of Pixels: from sprites to Photoshop from 2006.
mefi's own Jason Scott produced a series of posts in 2007 giving an overview of the scene: Rhizome did something similar in 2010
With others taking a more reflective look at remix culture in the Demoscene (slides), how the demoscene fits into the larger culture, asking if demos are the working class of Computer Art?, producing academic research and starting organisations, questioning the current state and future of the scene. Subjects much discused at demoparties.
This weekend sees two of the larger parties take place, The Gathering and Revision. Assembly (earlier, previously) another of the well known parties take place in the summer. Normally weekend long events, where demosceners gather to socialise, watch the latest demos, compete in the various competitions and attend talks covering aspects of demo creation. Many of the techincal presentation's are available online, giving a look into the techincal process of creating demos, either in general terms: or for particular platforms, such as the C-64: WebGL and JavaScript: or modern PC rendering: and some videos of typical intros and demos:
1987
Previously: The 'demoscene', Please insert disk 2, I am bit tired of blobby things, though, 96k of hilarity, The Demoscene is alive and kicking and Live Coded Demoscene.
via
The demoscene began as part of the warez scene, where small introductions (shortened to intros) were added to the cracks, later combined into a single word, cracktros. These intro became more complex until some were not longer being added to the front of cracked games but released in their own right.
Members have been documenting the scene in various way for some time, creating databases of demos, such as pouet and the Commodore 64 scene db, creating news sites like scene.org and bitfellas. Preserving demos, with projects like the three volume mindcandy collection (previously and also) or online with demoscene.tv and capped.tv. Others like Tamas Polgar have been giving presentation's The Complete History of the Demoscene from 2005 and The Art of Pixels: from sprites to Photoshop from 2006.
mefi's own Jason Scott produced a series of posts in 2007 giving an overview of the scene: Rhizome did something similar in 2010
- Demoscene Week! Introduction
- The Demoscene: an Overview
- Demo Effects in a Nutshell
- A Micro History of Demoscene Music
- MSX Demoscene
- Diskmags: Underground Journalism of the Demoscene
- The East is Coming! The Demoscene in Eastern Europe
- Early 1990 era - Moving from cracking to demos
- Future Crew, part 1.
- Future Crew, part 2.
- Complex, Parallax and Virtual Dreams : Developing 3D styles
- Orange & CNCD - Style and Innovation
- 2000 era - No more limits
- The Music Episode
With others taking a more reflective look at remix culture in the Demoscene (slides), how the demoscene fits into the larger culture, asking if demos are the working class of Computer Art?, producing academic research and starting organisations, questioning the current state and future of the scene. Subjects much discused at demoparties.
This weekend sees two of the larger parties take place, The Gathering and Revision. Assembly (earlier, previously) another of the well known parties take place in the summer. Normally weekend long events, where demosceners gather to socialise, watch the latest demos, compete in the various competitions and attend talks covering aspects of demo creation. Many of the techincal presentation's are available online, giving a look into the techincal process of creating demos, either in general terms: or for particular platforms, such as the C-64: WebGL and JavaScript: or modern PC rendering: and some videos of typical intros and demos:
1987
- Combat School by Fairlight for C-64's (pouet)
- Demons are forever by Doctor Mabuse Orgasm Crackings for OCS/ECS Amiga's (pouet)
- megalo demos by Wild Copper for OCS/ECS Amiga's (pouet)
- Rotating Stars by Spreadpoint for OCS/ECS Amiga's (pouet)
- Seven Sins by Scoopex for OCS/ECS Amiga's (pouet)
- XLarge by Spreadpoint for OCS/ECS Amiga's (pouet)
- Puggs in Space by Dionysus for OCS/ECS Amiga's (pouet)
- Coma by Rebels for OCS/ECS Amiga's (pouet)
- Megademo by Dragons for OCS/ECS Amiga's (pouet)
- Cebit demo 90 - Revenge of babbnaasen by Red Sector Inc. for OCS/ECS Amiga's (pouet)
- Mental Hangover by Scoopex for OCS/ECS Amiga's (pouet)
- Megademo by Budbrain for OCS/ECS Amiga's (pouet)
- Ray of Hope by Majic 12 for OCS/ECS Amiga's (pouet)
- Enigma by Phenomena for OCS/ECS Amiga's (pouet)
- Decaying Paradise by Andromeda for OCS/ECS Amiga's (pouet)
- Voyage by Razor 1911 for OCS/ECS Amiga's (pouet)
- Humantarget by Melon Dezign for OCS/ECS Amiga's (pouet)
- Point Blank by Andromeda for OCS/ECS Amiga's (pouet)
- World of Commodore by Sanity for OCS/ECS Amiga's (pouet)
- State of the Art by Spaceballs for OCS/ECS Amiga's (pouet)
- Desert Dream by Kefrens for OCS/ECS Amiga's (pouet)
- Interference by Sanity for OCS/ECS Amiga's (pouet)
- How 2 Skin A Cat by Melon Dezign for OCS/ECS/AGA Amiga's (pouet)
- 242 by Fairlight & Virtual Dreams for OCS/ECS Amiga's (pouet)
- Second Reality by Future Crew for MS-DOS PC's (pouet)
- 9 Fingers by Spaceballs for OCS/ECS Amiga's (Making of) (pouet)
- Fullmoon by Fairlight & Virtual Dreams for AGA Amiga's (pouet)
- ARTE by Sanity for OCS/ECS Amiga's (pouet)
- Sequential by Andromeda for OCS/ECS Amiga's (pouet)
- Real by Complex for AGA Amiga's (pouet)
- Friday at Eight by Polka brothers for AGA Amiga's (pouet)
- Dope by Complex for MS-DOS PC's (pouet)
- Extremes by Byterapers for C-64's (pouet)
- Fruit Kitchen by The Silents for AGA Amiga's (pouet)
- Closer by Carillon & Cyberiad for AGA Amiga's (pouet)
- Inside by Carillon & Cyberiad for MS-DOS PC's (pouet)
- Ninja 2 by Melon Dezign & Scoop for MS-DOS PC's (pouet)
- Tint by The Black Lotus for AGA Amiga's (pouet)
- Sumea by Fairlight & Virtual Dreams for AGA Amiga's (pouet)
- Megablast by orange for MS-DOS PC's (pouet)
- Sunflower by Pulse for MS-DOS, Windows and Linux PC's (pouet)
- Pulse by Nerve Axis for AGA Amiga's (pouet)
- The Secret Life of Mr. Black by orange for MS-DOS PC's (pouet)
- Boost by doomsday for MS-DOS PC's (pouet)
- Second Reality 64 by Smash Designs & The Obsessed Maniacs for C-64's (pouet)
- Square by Pulse for MS-DOS PC's (pouet)
- mortality by Tulou for AGA Amiga's (pouet)
- clone meets clone by fudge & Acme 64K for MS-DOS PC's (pouet)
- phase one by capsule for AGA Amiga's (pouet)
- 2cb (a.k.a. 4 - bromo - 2,5 - dimethoxyphenethylamine) by Dual Crew & Shining 64K for AGA Amiga's (pouet)
- Relic by Nerve Axis for AGA Amiga's (TV report) (pouet)
- Tour by Pulse & Pygmy projects & Virtual Dreams for MS-DOS PC's (pouet)
- minimal by Satori for MS-DOS PC's (pouet)
- Illmatic by Elysium for C-64's (pouet)
- Fall Equals Winter by replay for Windows PC's (pouet)
- Concrete by Ephidrena for AGA Amiga's (pouet)
- fukwit daddy by Haujobb 64K for MS-DOS and Windows PC's (pouet)
- Kasparov by elitegroup for Windows PC's (pouet)
- Bier by Ephidrena 4K for AGA Amiga's (pouet)
- Heaven Seven by Exceed 64K for MS-DOS and Windows PC's (pouet)
- Deus Ex Machina by Crest & Oxyron for C-64's (pouet)
- Tesla by Sunflower Windows PC's (pouet)
- lapsus by maturefurk for Windows PC's (pouet)
- fr-08: .the .product by farbrausch 64K for Windows PC's (pouet)
- 1 week by Contraz 64K for AGA Amiga's (pouet)
- Variance by Haujobb for the Dreamcast (pouet)
- April in Paris by up rough for AGA Amiga's (pouet)
- le petit prince by kolor Windows PC's (pouet)
- Glon 243 by cocoon for Windows PC's (pouet)
- gerbera by Moppi Productions for Windows PC's (pouet)
- IV - racer by The Lost Souls for Windows PC's (pouet)
- fr-019: poemtoahorse by farbrausch 64K for Windows PC's (pouet)
- PK is dead by Spinning Kids 64K for Windows PC's (pouet)
- numen by taQuart for Atari XL/XE's (pouet)
- tHe S by Suspend for Windows PC's (pouet)
- fake elektronik lightshow by Ephidrena for AGA Amiga's (pouet)
- fr-025: the.popular.demo by farbrausch for Windows PC's (pouet)
- fr-030: candytron by farbrausch 64K for Windows PC's (pouet)
- AcidIce by AND 4K for Windows PC's (pouet)
- ix by Moppi Productions for Windows PC's (pouet)
- Legomania by doomsday for Windows PC's (pouet)
- synthematik by Outracks for Windows PC's (pouet)
- Glowsick by Portal Process for Windows PC's (pouet)
- 47'111.0 by Faktory for Windows PC's (pouet)
- we cell by Kewlers for Windows PC's (pouet)
- obsoleet by Unreal Voodoo for Linux and Windows PC's (pouet)
- Traction by Traction for Windows PC's (pouet)
- STS-04: Instant Zen by Synesthetics for Windows PC's (pouet)
- Iconoclast by Andromeda Software Development for Windows PC's (pouet)
- The Line Age by trauma for Windows PC's (pouet)
- Antifact by Limp Ninja for Windows PC's (pouet)
- Memories from the MCP by Brain Control 64K for Windows PC's (pouet)
- lux aeterna luceat eis by Ephidrena for AGA Amiga's (pouet)
- Animal Attraction by Andromeda Software Development for Windows PC's (pouet)
- 1995 by Kewlers & mfx for Windows PC's (pouet)
- Chaos Theory by Conspiracy 64K for Windows PC's (pouet)
- Dead Ringer by Fairlight 64K for Windows PC's (pouet)
- Frameskool by Equinox 64K for Windows PC's (pouet)
- Disappear by M&M for C-64's (pouet)
- fr-041: debris. by farbrausch for Windows PC's (pouet)
- Lifeforce by Andromeda Software Development for Windows PC's (pouet)
- Youscope by tvt (previously) (pouet)
- Candystall by Pittsburgh Stallers & Loonies 4K for Windows PC's (Making of) (pouet)
- luxo 4k by Rgba & Conspiracy 4K for Windows PC's (pouet)
- Linger In Shadows by Plastic for PS3 (pouet)
- Metamorphosis by Andromeda Software Development for Windows PC's (pouet)
- Atrium by TBC & Loonies 4K for Windows PC's (pouet)
- Masagin - Nvision 08 Invitation by farbrausch and neuro for Windows PC's (pouet)
- Craft by lft (pouet)
- Sincere by TBC 4K for Windows PC's (pouet)
- Texas by keyboarders 4K for Windows PC's (pouet)
- Edge of Disgrace by Booze Design for C-64's (pouet)
- Jesus Christ Motocross by Nature & Traktor for AGA Amiga's (pouet)
- elevated by Rgba & TBC 4K for Windows PC's (Making of) (pouet)
- Rupture by Andromeda Software Development for Windows PC's (pouet)
- Muon Baryon by Youth Uprising & Ümlaüt Design & Outracks 4K for Windows PC's (HTML5/WebGL port) (pouet)
- Frameranger by Fairlight & orange & Carillon & Cyberiad for Windows PC's (deferred rendering and ambient occlusion details) (pouet)
- blunderbuss by Fairlight for Windows PC's (Making of) (pouet)
- PC-04 Partycle by Panda Cube for Windows PC's (pouet)
- fr-043: rove by farbrausch for Windows PC's (pouet)
- Metropolice by Ghostown & Rave Network Overscan for AGA Amiga's (pouet)
- Wir sind Einstein by United Force & Digital Dynamite for Windows PC's (pouet)
- Agenda Circling Forth by Fairlight & Carillon & Cyberiad for Windows PC's (Making of) (pouet)
- Happiness is Around the Bend by Andromeda Software Development for Windows PC's (pouet)
- Norwegian Kindness by Spaceballs for AGA Amiga's (pouet)
- numb res by Fairlight & Carillon & Cyberiad for Windows PC's (Making of) (pouet)
- Swansong by Dekadence for AGA Amiga's (pouet)
- Michigan by Loonies 4K for Windows PC's (pouet)
- 4096: Electric Space Odyssey by keyboarders & Youth Uprising 4K for Windows PC's (pouet)
- The butterfly effect by Andromeda Software Development for Windows PC's (pouet)
- Lick Weed by Brainstorm textmode demo for Windows PC's (pouet)
- PROTON-K by Kewlers for Windows PC's (pouet)
- One Quarter by Fairlight for C-64's (pouet)
- Hot Dots by Focus Design & Unstable Label 64K for AGA Amiga's (pouet)
- Gaia Machina by Approximate 64K for Windows PC's (pouet)
Yes I saw the sad news on twitter just as I was finishing this
posted by Z303 at 1:28 PM on April 9, 2012
posted by Z303 at 1:28 PM on April 9, 2012
Demons are forever by Doctor Mabuse Orgasm Crackings for OCS/ECS Amiga's (pouet)
The first demo I ever saw. Trust me, this shit was amazing to 1988 me.
I went on to contribute some bits and pieces to the Amiga demo scene, but nothing major. Probably the highpoint of my "scene" career was contribuiting some stuff to Grapevine, the LSD diskmag.
posted by Artw at 1:40 PM on April 9, 2012
The first demo I ever saw. Trust me, this shit was amazing to 1988 me.
I went on to contribute some bits and pieces to the Amiga demo scene, but nothing major. Probably the highpoint of my "scene" career was contribuiting some stuff to Grapevine, the LSD diskmag.
posted by Artw at 1:40 PM on April 9, 2012
Holy shit, this is like a lifetime of glowy watching here! Thanks!
posted by ignignokt at 1:41 PM on April 9, 2012
posted by ignignokt at 1:41 PM on April 9, 2012
No Atari ST demo scene?
These demos inspired many people to learn programming. My friends and I spent all our free time learning assembly language and disassembling these demos to figure out how they did their tricks. It was the most fun I ever had at a computer and is a big part of why I'm a programmer today, 20-some years later.
Demos, for their part, did their best to make it hard for hackers to disassemble. I still remember how the Cuddly Demos did its anti-debugger protection: the code was all compressed so that it would fit on a single floppy disk. On top of that, it was encrypted. The decryption and decompression occurred inside a loop that ran just after boot time. Prior to entering the loop, the CPU was synced up to the monitor's video beam. On the Atari ST, the CPU ran at an exact multiple of the rate at which pixels were drawn on screen (something like 4 or 8 pixels per clock cycle). The trick was to know exactly where the video beam was. You could find the horizontal position of the video beam by reading a register from the video chip, and then you had to wait the right number of clock cycles for that horizontal position to be at the start of a CPU instruction (on the 68k all instructions took at least 4 clock cycles). The trick was to use self-modifying code to jump into the right part of a sequence of noop instructions, and to let the noops (which, IIRC, were some of the only 2-cycle instructions there were) perform the delay. Then the decryption and decompression proceeded by doing some hard-to-time instructions and then updating the decription key from the video beam's position.
A similar trick was used to overscan an image into the overscan regions (the part of the screen on the top, left, bottom, and right that normally only showed a single color). Drawing in the overscan region was pretty mindblowing the first time you saw it because it was always off-limits. Nowadays LCDs go all the way to the edges, but the Atari ST had about an inch of overscan (on a 12 inch monitor!) that was unusable except for showing a solid color. The video chip had a bug that you could exploit, though! If you toggled it between PAL and NTSC modes at just the right time (before the right overscan, for example) then it would just keep drawing. By setting up timers to fire once per scan line, syncing the CPU to the video beam, waiting for the right amount of time, and doing the toggle, you could overscan all four sides.
There was a lot of other clever tricks that were used, but these were my favorites because they exploited the hardware in ways that the Atari's designers had never intended. The video beam syncing trick appeared in commercial software in the form of Spectrum 512, which was a drawing program that let you draw images in up to 512 colors. The hardware wouldn't allow more than 16 simultaneous colors, but by changing the color lookup table on the fly, they could show more than 16 colors in a single scanline!
posted by jewzilla at 1:47 PM on April 9, 2012 [6 favorites]
- The Carebears Cuddly Demo
- The Lost Boys Life's a Bitch demo
- Decade Demo
These demos inspired many people to learn programming. My friends and I spent all our free time learning assembly language and disassembling these demos to figure out how they did their tricks. It was the most fun I ever had at a computer and is a big part of why I'm a programmer today, 20-some years later.
Demos, for their part, did their best to make it hard for hackers to disassemble. I still remember how the Cuddly Demos did its anti-debugger protection: the code was all compressed so that it would fit on a single floppy disk. On top of that, it was encrypted. The decryption and decompression occurred inside a loop that ran just after boot time. Prior to entering the loop, the CPU was synced up to the monitor's video beam. On the Atari ST, the CPU ran at an exact multiple of the rate at which pixels were drawn on screen (something like 4 or 8 pixels per clock cycle). The trick was to know exactly where the video beam was. You could find the horizontal position of the video beam by reading a register from the video chip, and then you had to wait the right number of clock cycles for that horizontal position to be at the start of a CPU instruction (on the 68k all instructions took at least 4 clock cycles). The trick was to use self-modifying code to jump into the right part of a sequence of noop instructions, and to let the noops (which, IIRC, were some of the only 2-cycle instructions there were) perform the delay. Then the decryption and decompression proceeded by doing some hard-to-time instructions and then updating the decription key from the video beam's position.
A similar trick was used to overscan an image into the overscan regions (the part of the screen on the top, left, bottom, and right that normally only showed a single color). Drawing in the overscan region was pretty mindblowing the first time you saw it because it was always off-limits. Nowadays LCDs go all the way to the edges, but the Atari ST had about an inch of overscan (on a 12 inch monitor!) that was unusable except for showing a solid color. The video chip had a bug that you could exploit, though! If you toggled it between PAL and NTSC modes at just the right time (before the right overscan, for example) then it would just keep drawing. By setting up timers to fire once per scan line, syncing the CPU to the video beam, waiting for the right amount of time, and doing the toggle, you could overscan all four sides.
There was a lot of other clever tricks that were used, but these were my favorites because they exploited the hardware in ways that the Atari's designers had never intended. The video beam syncing trick appeared in commercial software in the form of Spectrum 512, which was a drawing program that let you draw images in up to 512 colors. The hardware wouldn't allow more than 16 simultaneous colors, but by changing the color lookup table on the fly, they could show more than 16 colors in a single scanline!
posted by jewzilla at 1:47 PM on April 9, 2012 [6 favorites]
No Atari ST demo scene?
/does not revive Amiga/ST feud out of deference to Tramiel.
posted by Artw at 1:48 PM on April 9, 2012 [1 favorite]
/does not revive Amiga/ST feud out of deference to Tramiel.
posted by Artw at 1:48 PM on April 9, 2012 [1 favorite]
No Atari ST demo scene?
I actually had an ST and learnt 68000 because of demos. I remember sync scrolling, overscan tricks and timer B all too well. So it wasn't a slight, I thought the post was long enough already. On my demoscene tumblr I have posted ST demos and I nearly include a link to Flix's ST demo history on this post.
posted by Z303 at 1:58 PM on April 9, 2012 [1 favorite]
I actually had an ST and learnt 68000 because of demos. I remember sync scrolling, overscan tricks and timer B all too well. So it wasn't a slight, I thought the post was long enough already. On my demoscene tumblr I have posted ST demos and I nearly include a link to Flix's ST demo history on this post.
posted by Z303 at 1:58 PM on April 9, 2012 [1 favorite]
It's fairly simple, but LSD's 30-minute "Jesus on E's" [sic] has always been one of my favourite demos.
posted by Auz at 1:59 PM on April 9, 2012 [1 favorite]
posted by Auz at 1:59 PM on April 9, 2012 [1 favorite]
Every once in a while I think, "I wonder what the demo scene looks like these days" and spend some time with Google trying to find out. Thanks for doing my homework for me this time, Z303! This is a great post.
posted by straight at 2:23 PM on April 9, 2012
posted by straight at 2:23 PM on April 9, 2012
I was at an event with an Engish professor of computing science from a German university, and he said that his best students were those from the demo scene; they knew the intricacies of how a computer works so much better than those with more conventional education. and were highly motivated to learn more, faster. They made good processor designers, sometimes truly outstanding ones.
He was quite downbeat about the scene's progress, though; he was seeing far fewer demo writers and they weren't up to the same standards as ten years earlier.
posted by Devonian at 2:26 PM on April 9, 2012
He was quite downbeat about the scene's progress, though; he was seeing far fewer demo writers and they weren't up to the same standards as ten years earlier.
posted by Devonian at 2:26 PM on April 9, 2012
Thanks for this post. Many happy memories - looks like it was a lot of work putting it together too. ATARI ST!
OH MY GOD JESUS ON E'S!!!
posted by debord at 2:31 PM on April 9, 2012
OH MY GOD JESUS ON E'S!!!
posted by debord at 2:31 PM on April 9, 2012
Monster post on a great topic. You're a credit to the community, Z303.
posted by BlackLeotardFront at 2:39 PM on April 9, 2012
posted by BlackLeotardFront at 2:39 PM on April 9, 2012
Wow, people still make Amiga demos. :-)
The GL/DX demos always seemed a bit too abstracted for me. Part and parcel of the demoscene were the cool tricks you could play with the graphics hardware. Generating vertex buffers for use by a library doesn't quite seem fair.
I wonder if anyone has gone ahead and hacked a modern PC gfx card directly in a bizarre way for a demo. That would be worth seeing...
posted by smidgen at 3:24 PM on April 9, 2012
The GL/DX demos always seemed a bit too abstracted for me. Part and parcel of the demoscene were the cool tricks you could play with the graphics hardware. Generating vertex buffers for use by a library doesn't quite seem fair.
I wonder if anyone has gone ahead and hacked a modern PC gfx card directly in a bizarre way for a demo. That would be worth seeing...
posted by smidgen at 3:24 PM on April 9, 2012
I wonder if anyone has gone ahead and hacked a modern PC gfx card directly in a bizarre way for a demo.
A modern GPU is very complex, it'll be interesting once more Raspberry Pi's are out in the wild. They are a nice machine for demos.
The closest I've seen at this point is lft's demos using microcontroller: Craft, Turbulence and Parallelogram or Peridiummmm by SVatG
posted by Z303 at 3:37 PM on April 9, 2012 [2 favorites]
A modern GPU is very complex, it'll be interesting once more Raspberry Pi's are out in the wild. They are a nice machine for demos.
The closest I've seen at this point is lft's demos using microcontroller: Craft, Turbulence and Parallelogram or Peridiummmm by SVatG
posted by Z303 at 3:37 PM on April 9, 2012 [2 favorites]
Went to Siggraph and ... "How'd they do that?"
Later
Went to Siggraph and ... "Why'd they do that?"
posted by hexatron at 3:49 PM on April 9, 2012 [1 favorite]
Later
Went to Siggraph and ... "Why'd they do that?"
posted by hexatron at 3:49 PM on April 9, 2012 [1 favorite]
Fantastic post. I love demos a lot -- I've always thought that the sheer mad skill it took to do so much with so little code was a modern wizardry, a kind of holy technodruid wonderment. I've always been a hobbyist coder, occasionally making a few bucks from it, but I come from a command-line, greenscreen, 16K RAM background, and the elegance and power of procedural stuff amazes me.
It may not impress as much as it did when it first came out upwards of a decade back, but kkrieger, in 97,280 bytes OMG, still blows my mind.
posted by stavrosthewonderchicken at 4:22 PM on April 9, 2012
It may not impress as much as it did when it first came out upwards of a decade back, but kkrieger, in 97,280 bytes OMG, still blows my mind.
posted by stavrosthewonderchicken at 4:22 PM on April 9, 2012
I was going to link lft's Turbulence but Z303 beat me to it; it made quite a splash in the Parallax user community. It was very impressive how lft came to the very, as he says, 'peculiar' P8X32A and leapfrogged what people who had been working with it for years, including its developers. (The creation of the Propeller is itself the stuff of demoscene glory, and Turbulence includes a shout out to Chip Gracey, its designer.)
posted by localroger at 4:45 PM on April 9, 2012
posted by localroger at 4:45 PM on April 9, 2012
I love how much meat there is on the bones of this post, but... not mentioning quite & orange's cdak is almost criminal. Easily the best thing I've seen since Debris.
posted by Ryvar at 5:34 PM on April 9, 2012
posted by Ryvar at 5:34 PM on April 9, 2012
Actually let me both include a link and be very, very specific: I'm talking about the party version, here.
I had a chance a few months back to spend a solid 10-15 minute block with kb of farbrausch just spitballing how in the hell they pulled off various aspects of cdak, with obvious emphasis on the audio side. He'd picked up on the 80s-era Casio keyboards vintage (certainly more than I ever could do), but still couldn't figure it.
A few weeks later I found this.
posted by Ryvar at 5:42 PM on April 9, 2012 [5 favorites]
I had a chance a few months back to spend a solid 10-15 minute block with kb of farbrausch just spitballing how in the hell they pulled off various aspects of cdak, with obvious emphasis on the audio side. He'd picked up on the 80s-era Casio keyboards vintage (certainly more than I ever could do), but still couldn't figure it.
A few weeks later I found this.
posted by Ryvar at 5:42 PM on April 9, 2012 [5 favorites]
"I wonder if anyone has gone ahead and hacked a modern PC gfx card directly in a bizarre way for a demo. That would be worth seeing..."
The good news is, the dark times of the 2000-2005 triangle renderers are over. A few ways in which they are over:
Firstly, stuff like Agenda Circling Forth actually use the graphics card in non-poly ways (it's actually a super optimized voxel renderer, and looks spectacular for it). Then, of course, there is the current fad of raytracing and/or raymarching, which are again mostly raw code rather than vertex lists.
If raw cpu cycles are your thing, the best place to look is the 1k and 4k stuff - Almost all of the 1k demos out there actually render just one quad, and then use the GPU as a CPU and hack the shit out of it that way, and many of the 4k demos now do this as well. (I did a 1k mandelbulb renderer for flashback party this way, but I can't find it on pouet now - boo!). Try, for example code is my pron by nuance.
Of course, I'd be remiss to fail point out - despite not using the graphics card - puls by rrola, a pc demo in 256 bytes :). Of course, the 256byte version runs in dos fullscreen, tho, so will only work on XP, not win7. Sad.
posted by jaymzjulian at 5:57 PM on April 9, 2012 [1 favorite]
The good news is, the dark times of the 2000-2005 triangle renderers are over. A few ways in which they are over:
Firstly, stuff like Agenda Circling Forth actually use the graphics card in non-poly ways (it's actually a super optimized voxel renderer, and looks spectacular for it). Then, of course, there is the current fad of raytracing and/or raymarching, which are again mostly raw code rather than vertex lists.
If raw cpu cycles are your thing, the best place to look is the 1k and 4k stuff - Almost all of the 1k demos out there actually render just one quad, and then use the GPU as a CPU and hack the shit out of it that way, and many of the 4k demos now do this as well. (I did a 1k mandelbulb renderer for flashback party this way, but I can't find it on pouet now - boo!). Try, for example code is my pron by nuance.
Of course, I'd be remiss to fail point out - despite not using the graphics card - puls by rrola, a pc demo in 256 bytes :). Of course, the 256byte version runs in dos fullscreen, tho, so will only work on XP, not win7. Sad.
posted by jaymzjulian at 5:57 PM on April 9, 2012 [1 favorite]
Oh, I forgot to mention my current favourite PC demo ever, Ballad of a Cluster Bomb, which does use polys from time to time, but has a great shader cpu provided look.
posted by jaymzjulian at 5:59 PM on April 9, 2012
posted by jaymzjulian at 5:59 PM on April 9, 2012
The Moleman 2 documentary was screened on Friday at the Revision demoparty in Saarbrücken, Germany (I saw it there). Nice post! Any UK-based folks (as the OP seems to be...) who are interested in this sort of thing should rumble on down to Sundown 2012 near Exeter in September (and bring your demos, of course :-)). It'll be awesome!
posted by puppygalore at 6:39 PM on April 9, 2012
posted by puppygalore at 6:39 PM on April 9, 2012
"I wonder if anyone has gone ahead and hacked a modern PC gfx card directly in a bizarre way for a demo. That would be worth seeing..."
Modern GPUs are actually pretty complex. They don't just chug polygons they can actually perform all kinds of general purpose computing, often much faster then the main CPU. But they're highly parallel.
posted by delmoi at 10:10 PM on April 9, 2012
Modern GPUs are actually pretty complex. They don't just chug polygons they can actually perform all kinds of general purpose computing, often much faster then the main CPU. But they're highly parallel.
posted by delmoi at 10:10 PM on April 9, 2012
Modern GPUs are actually pretty complex. They don't just chug polygons they can actually perform all kinds of general purpose computing, often much faster then the main CPU. But they're highly parallel.
Its a few years old now but this google tech talk gives a overview of a modern(ish) GPU:
Graphics Processors, Graphics APIs, and Computation on GPUs
posted by Z303 at 12:10 AM on April 10, 2012
Its a few years old now but this google tech talk gives a overview of a modern(ish) GPU:
Graphics Processors, Graphics APIs, and Computation on GPUs
posted by Z303 at 12:10 AM on April 10, 2012
Firstly, stuff like Agenda Circling Forth actually use the graphics card in non-poly ways
Techincal details on Agenda Circling Forth, the particle system and its also covered in Smashes talk from Assembly 2010 and recent GDC talk.
posted by Z303 at 12:23 AM on April 10, 2012
Techincal details on Agenda Circling Forth, the particle system and its also covered in Smashes talk from Assembly 2010 and recent GDC talk.
posted by Z303 at 12:23 AM on April 10, 2012
and I just remembered Iñigo Quilez's presentation: Rendering Worlds With Two Triangles
and two pouet threads: Raymarching Beginners' Thread and Raymarching Toolbox Thread
posted by Z303 at 12:31 AM on April 10, 2012
and two pouet threads: Raymarching Beginners' Thread and Raymarching Toolbox Thread
posted by Z303 at 12:31 AM on April 10, 2012
and the lack of coffee is showing, with a link this time: Rendering Worlds With Two Triangles
posted by Z303 at 2:25 AM on April 10, 2012
posted by Z303 at 2:25 AM on April 10, 2012
Fantastic post! I've been following the demoscene on and off since the C64 era. I've always been fascinated by the hacks they used to pull some of these off...
posted by alvarete at 2:48 AM on April 10, 2012
posted by alvarete at 2:48 AM on April 10, 2012
I used to love watching these in the 90s, but it was a bit of a pain in the ass to actually get them to work. There were lots of older DOS demos that were cool, but a lot of them required the gravis ultrasound, or something. Then you had GL demos for windows that your computer was always just a little too slow for.
I love the fact they're all up on youtube these days too, unfortunately these kinds of videos can sometimes be hard to compress without artifacts, since you have videos generated at the pixel level, for a still image it's something you'd use a PNG for, but there's no PNG equivalent for video on youtube (and of course the files would be huge as well)
posted by delmoi at 3:48 AM on April 10, 2012
I love the fact they're all up on youtube these days too, unfortunately these kinds of videos can sometimes be hard to compress without artifacts, since you have videos generated at the pixel level, for a still image it's something you'd use a PNG for, but there's no PNG equivalent for video on youtube (and of course the files would be huge as well)
posted by delmoi at 3:48 AM on April 10, 2012
That's why the PC demoscene was always slightly puzzling to me - it muddied the waters around the pure technical feat of extracting improbable visuals from a fixed platform like an A500 or ST 512 by exploiting low-level hardware tricks. The PC playing field was never level, in that sense.
That said, as the scene matured away from copper bars and sine-scrolly intros toward stuff like 9 Fingers, arguably the technical side was becoming de-emphasized in favour of more aesthetically coherent visuals and overall production values. Savant-like coding skills were still required, but in service of delivering the overall vision, rather than as the main focus.
posted by phl at 4:24 AM on April 10, 2012
That said, as the scene matured away from copper bars and sine-scrolly intros toward stuff like 9 Fingers, arguably the technical side was becoming de-emphasized in favour of more aesthetically coherent visuals and overall production values. Savant-like coding skills were still required, but in service of delivering the overall vision, rather than as the main focus.
posted by phl at 4:24 AM on April 10, 2012
Modern GPUs are actually pretty complex. They don't just chug polygons they can actually perform all kinds of general purpose computing, often much faster then the main CPU. But they're highly parallel.
Professors at our university buy machines with an NVIDIA GPU that doesn't even have a video output. The card is used to run bioinformatics programs that used to require a rack of supercomputers.
posted by straight at 8:28 AM on April 10, 2012
Professors at our university buy machines with an NVIDIA GPU that doesn't even have a video output. The card is used to run bioinformatics programs that used to require a rack of supercomputers.
posted by straight at 8:28 AM on April 10, 2012
You already got both Second Reality PC and the Second Reality C64 remake in the list, but this one was missing:
2007: Desert Dream by Resource & Chorus (pouet) - remake of the Desert Dream demo by Kefrens on the Amiga in 1993.
posted by ymgve at 7:02 AM on April 11, 2012
2007: Desert Dream by Resource & Chorus (pouet) - remake of the Desert Dream demo by Kefrens on the Amiga in 1993.
posted by ymgve at 7:02 AM on April 11, 2012
Fantastic post! Thanks for putting this together.
I remember, circa 1996, seeing a live-render of rippling fabric in a demo. I didn't quite grasp the skill required, but my friend was in awe, and looking back, there was probably nothing like it in commercial games or whatnot.
posted by filthy light thief at 3:05 PM on April 11, 2012
I remember, circa 1996, seeing a live-render of rippling fabric in a demo. I didn't quite grasp the skill required, but my friend was in awe, and looking back, there was probably nothing like it in commercial games or whatnot.
posted by filthy light thief at 3:05 PM on April 11, 2012
Thanks for this post. I still haven’t worked through it yet. I had forgotten all about this and hadn’t seen a demo in something like 20 years. It’s odd, because now, to me, computer graphics scream "big business", "ad", you’re trying to sell me something. I’d forgotten this aspect of it.
posted by bongo_x at 12:47 AM on April 13, 2012
posted by bongo_x at 12:47 AM on April 13, 2012
Correcting the whole 'No Atari ST demo scene?' thing.
I can't believe I missed out YM Rockerz, a chiptune supergroup. On the coding side : Atari Demo Coding Page,MCoder's ST demo sourcecode and Oxygene's Atari Demo ToolChain and some examples of ST, STe, Falcon and TT demos:
1985 1986
I can't believe I missed out YM Rockerz, a chiptune supergroup. On the coding side : Atari Demo Coding Page,MCoder's ST demo sourcecode and Oxygene's Atari Demo ToolChain and some examples of ST, STe, Falcon and TT demos:
1985 1986
- Fujiboink by Xanth FX for the Atari ST (pouet)
- Grafik und Sound Demo by Eckhard Kruse for the Atari ST (pouet)
- Deep Space by GMC Crackings Switzerland for the Atari ST (pouet)
- Pinball Factory by Han Solo for the Atari ST (pouet)
- First demo by 42 Crew for the Atari ST (pouet)
- README.PRG by The Exceptions for the Atari ST (pouet)
- Shiny Bubbles by Xanth FX for the Atari ST (pouet)
- Little Sound Demo by The Exceptions for the Atari ST (pouet)
- Super Neo demo show by The Exceptions for the Atari ST (pouet)
- 42 crew intro by 42 Crew for the Atari ST (pouet)
- Little Color Demo by The Exceptions for the Atari ST (pouet)
- Rampage by The Exceptions (HTML remake) (pouet)
- The Snowman by Modnoc for the Atari ST (pouet)
- The B.I.G. Demo by The Exceptions for the Atari ST (HTML remake) (pouet)
- The Amiga demo by The Exceptions for the Atari ST (pouet)
- Howdy intro by The Exceptions for the Atari ST (HTML remake) (pouet)
- Power Demo by The Lost Boys for the Atari ST (pouet)
- Junk Demo by The Carebears for the Atari ST (pouet)
- Captain Fizz intro by Alpha Flight for the Atari ST (HTML remake) (pouet)
- Death of the left border by TNT Crew for the Atari ST (pouet)
- 42 crew intro 2 by 42 Crew for the Atari ST (HTML remake) (pouet)
- Full Screen Demo by Level 16 for the Atari ST (pouet)
- FNIL by TNT Crew for the Atari ST (pouet)
- Omega Demo by Omega for the Atari ST (pouet)
- XXX International demo by XXX International for the Atari ST (pouet)
- Swedish New Year by The Carebears & Synchron Assembly & Omega for the Atari ST (pouet)
- The Union Demo by The Union for the Atari ST (pouet)
- Cuddly Demos by The Carebears for the Atari ST (pouet)
- Whattaheck Demo by The Carebears for the Atari ST (pouet)
- Barbarian 2 - Intro by The Replicants for the Atari ST (HTML remake) (pouet)
- Sowatt Demo by The Carebears for the Atari ST (pouet)
- The Micro Mix by Radical systems for the Atari ST (pouet)
- Swedish New Year 2 by The Carebears & Synchron Assembly & Omega for the Atari ST (pouet)
- Mindbomb by The Lost Boys for the Atari ST (pouet)
- The Cebit '90 Conversion by The Lost Boys for the Atari ST (pouet)
- Life's a bitch by The Lost Boys & The Exceptions for the Atari ST (pouet)
- Proteus intro by The Empire for the Atari ST (HTML remake) (pouet)
- Syntax Terror by Delta Force for the Atari ST (pouet)
- Electra Demo by Electra for the Atari ST (pouet)
- Dark side of the spoon by Unlimited Matricks for the Atari ST (pouet)
- Vodka demo by Equinox for the Atari ST (pouet)
- European Demos by Overlanders for the Atari ST (pouet)
- Decade Demo by Inner Circle for the Atari ST (pouet)
- Rip Dis by NeXT & Funvision for the Atari ST (pouet)
- Ooh Crikey Wot A Scorcher by The Lost Boys for the Atari ST (pouet)
- Punish Your Machine by Delta Force for the Atari ST (pouet)
- Things Not To Do by Electronic Images for the Atari ST (pouet)
- Phaleon GigaDemo by NeXT for the Atari ST and STe (pouet)
- Eat My Bollock (part 2) by Equinox for the Atari ST (pouet)
- Beyond by Kruz for the Atari ST (pouet)
- No Cooper by 1984 for the Atari ST (pouet)
- Just Buggin' by Alien Cracking Formation for the Atari ST (pouet)
- My Socks Are Weapons by Legacy for the Atari ST (pouet)
- Grotesque by Omega for the Atari STe and Falcon 030 (pouet)
- Mental Hangover by The Pixel Twins for the Atari STe (pouet)
- Devotion by Excellence in Art for the Atari STe (pouet)
- Terminal Fuckup by Sanity for the Atari Falcon 030 (pouet)
- Flashback by The Carebears for the Atari ST (pouet)
- Braindamage by Aggression & Kruz for the Atari STe (pouet)
- Colorz by Hemoroids & st knights for the Atari ST (pouet)
- Synergy Megademo by Synergy for the Atari ST (pouet)
- Flip-O-Demo by Oxygene & diamond design for the Atari ST (pouet)
- Froggies over the Fence by Overlanders & Legacy & ST Connexion for the Atari ST (pouet)
- Chaos A.D. by DNT Crew for the Atari Falcon 030 (pouet)
- Coreflakes by New Core for the Atari ST and STe (pouet)
- Vision by Zeal for the Atari STe (pouet)
- cycedelic knockout by mugwumps for the Atari Falcon 030 (pouet)
- Are You Experienced by Extremly Kriminal Organisation for the Atari Falcon 030 (pouet)
- Illusion by Dune for the Atari ST (pouet)
- Birdie 2 by Zeal for the Atari STe (pouet)
- Built in Obsolescence by Digital Chaos for the Atari Falcon 030 (pouet)
- Necrosys by Hemoroids for the Atari STe (pouet)
- Terrorise Your Soul by The Sirius Cybernetics Corporation & Newline & Inter Development 96K for the Atari Falcon 030 (pouet)
- Lost Blubb by Lazer for the Atari Falcon 030 (pouet)
- Dynabuster+ Cracktro by Vectronix for the Atari ST (HTML remake) (pouet)
- Massacre by Dead Hackers Society for the Atari STe (pouet)
- Demolition by Dead Hackers Society for the Atari Falcon 030 (pouet)
- The most wanted demo by sCARFACe for the Atari Falcon 030 (pouet)
- Gloop by the misfits for the Atari Falcon 030 (pouet)
- Joint Venture by Absence for the Atari Falcon 030 (pouet)
- Sonolumineszenz by Avena for the Atari Falcon 030 (pouet)
- Dream Dimension by Dead Hackers Society for the Atari Falcon 030 (pouet)
- Back in France by LOuD for the Atari ST (pouet)
- Nostalgic-O-Demo by Oxygene for the Atari ST (pouet)
- Virtual Escape by Equinox for the Atari ST (pouet)
- STNICCC2000 Demo by Oxygene for the Atari STe (pouet)
- Centauri by The Sirius Cybernetics Corporation 40K for the Atari ST (pouet)
- Odd Stuff by Sector One & Dune for the Atari ST (pouet)
- Wait by T.O.Y.S. for the Atari Falcon 030 (pouet)
- Hmmm (Part 2) by Escape for the Atari Falcon 030 (pouet)
- Don´t Break The Oath by Dead Hackers Society for the Atari Falcon 030 (pouet)
- UMD 8730 by Psycho Hacking Force for the Atari ST (pouet)
- Moving into Darkness by Dead Hackers Society for the Atari ST (pouet)
- Grimey by Reservoir Gods for the Atari STe and Falcon 030 (pouet)
- Hallucinations by Reservoir Gods for the Atari ST (pouet)
- Echos by Dead Hackers Society & Evolution & New Beat 96K for the Atari Falcon 030 (pouet)
- Posh by Checkpoint for the Atari ST (pouet)
- Fantasia by Dune & Sector One for the Atari ST (pouet)
- 3d full by Oxygene for the Atari STe (pouet)
- Are you sitting comfortably? by Reservoir Gods for the Atari Falcon 030 (pouet)
- Träl by Dead Hackers Society & Ephidrena & MJJ Prod 64K for the Atari Falcon 030 (pouet)
- Houba by Zuul for the Atari ST (pouet)
- Episode Six Six Six by Dead Hackers Society 4K for the Atari Falcon 030 (pouet)
- beams by The Sirius Cybernetics Corporation & Newline & Inter Development 96K for the Atari Falcon 030 and TT 030 (pouet)
- Acidic Tears by Dead Hackers Society 4K for the Atari Falcon 030 (pouet)
- Pacemaker by Paradox for the Atari STe (pouet)
- Supernatural by Evolution for the Atari Falcon 030 (pouet)
- Outline 2006 invite by Dead Hackers Society for the Atari Falcon 030 (pouet)
- The Genocidal by Dead Hackers Society 96K for the Atari Falcon 030 (pouet)
- 4getful by gwEm 4K for the Atari STe, Falcon 030 and TT 030 (pouet)
- Derealization by Dead Hackers Society for the Atari Falcon 030 (pouet)
- Kick My Ass'embler by Paradize & Cerebral Vortex for the Atari STe (pouet)
- meikever by Reservoir Gods & lineout 96K for the Atari ST (pouet)
- again by Paradox 96K for the Atari STe (pouet)
- More Or Less Zero by Dead Hackers Society for the Atari STe (pouet)
- Suretrip II - Dopecode by Checkpoint for the Atari ST (pouet)
- Just when I thought I was out / They pull me back by Excellence in Art for the Atari STe (pouet)
- Another Kid Story by MJJ Prod for the Atari STe (pouet)
- Cernit Trandafir by Dead Hackers Society for the Atari STe (pouet)
- Save The Earth by Defence Force for the Atari STe (pouet)
- Talk Talk 2 - The Church of Excellence in Art by Excellence in Art for the Atari STe (pouet)
- Coast II Coast by Sector One 4K for the Atari ST (pouet)
- Superstar! by Positivity & Sector One & Live! 96K for the Atari ST (pouet)
- Natrium by Rave Network Overscan 96K for the Atari ST (pouet)
- Summer Delights by Dead Hackers Society for the Atari STe (pouet)
- Infinite Live of the Blitter by No Extra for the Atari STe (pouet)
- 4Z by Checkpoint 4K for the Atari ST (pouet)
- Electro Illuminations by mystic bytes for the Atari ST (pouet)
- STreet Art by blabla & Condense & Sector One for the Atari ST (pouet)
- We Reached Stars by Vital motion & Orion_ for the Atari Falcon 030 (pouet)
- Revision 2012 - Atari ST invite by Checkpoint & Dekadence & Titan 80K for the Atari ST (pouet)
- Antiques by Sector One & Dune for the Atari STe (pouet)
Nice. Thanks for that.
Not mentioned anywhere in this thread yet: Machines of Madness by dubious, which took 1st in PC Demo @ Assembly '96, and if I remember correctly was one of the first realtime phong/bump/specular implementations (see 1:47). It was actually a clever hack that only worked if the light was sourced from the camera, but it still left my 16-year-old jaw on the floor.
posted by Ryvar at 8:04 PM on April 18, 2012
Not mentioned anywhere in this thread yet: Machines of Madness by dubious, which took 1st in PC Demo @ Assembly '96, and if I remember correctly was one of the first realtime phong/bump/specular implementations (see 1:47). It was actually a clever hack that only worked if the light was sourced from the camera, but it still left my 16-year-old jaw on the floor.
posted by Ryvar at 8:04 PM on April 18, 2012
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posted by mephron at 1:21 PM on April 9, 2012