Well, I don’t have a live version to link to, but I saw this awesome demo that was created in a competition in Brazil a wile back. It had a real-time fracture poly algorithm. When the robot through stuff against the wall, the wall would shatter. Pretty cool effect. I wonder if anyone at OTEE would be familiar with how this was done?
Aha, this looks suspiciously like the defunct robot in the character animation example I would like to see a(ras’s) demo of this too, just to see that beautiful room get destroyed. I know this was made before Aras’s days at OTEE, but it would make a cool Unity demo too.
Partly because there are so few Macs around. Also, showy real-time graphics demos are almost invariably about cutting edge games, which are either for PC’s or consoles first. Casual games and multimedia are much more evenly spread across platforms, but who does a flashy visual tech demo exclusively for casual games?
Hmm as Aras didn’t say anything i’ve surfed a bit around and found a pretty dead frustrated mac scene/board. Actually there are more demos for linux than for osx around.
@aaronsullivan
Just tryouts and playarounds. A demo is something completely different.
Well, I assumed we were talking about a demonstration of technology like the wall fracturing and all. That type of demo, of which your stuff falls in line pretty well. The whole demo scene as entertainment and all. Yeah, different.
Hmm how was th one called again with the first fast ellipsoid routine and the underwater scene/helicopter like vehicle again? It was done by a german or french guy, if i remember right. Can’t remember the name right now…
As an outsider to demos, I wonder what the appeal is to making them? My logic is, if I wanted to push hardware and try to make nifty effects real time I’d much rather put them in an interactive setting. If I just wanted to make a nice looking movie, I wouldn’t do it in real time – I’d use 3D apps, a camera, After Effects, whatever.
I have no problems at all with people making demos, or me viewing them, so don’t misinterpret this.
I wondered about this as well. However, I think that demos are not as much about artistic expression as about showing off engineering skills and, very importantly, efficiently. There are still competitions that require demos to be 64k or under, and many of them feature brag-screens like, “200 million visible polygons!!!”
There’s a good (but older) scholarly document on the Scene here.
For me it started with the first Cracktros i have seen on C64 and later on the Amiga. Small little Intros with some Greetings and somekind of effect and maybe a nice tune. This is unbeatable if it’s done well. It’s an artform which you are addicted to or not. I’m to the old ones (old skool). I can’t get so much out of the newer ones. Too much for me and i miss something special in most of them. But certainly there are also a few good ones around.
Emotionally there was never something better around than the Amiga demos. Copper, Blitter, Paula, 68k assembly i deeply love you all! :O)