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added on the 2008-12-05 17:18:06 by soothsayer |
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comments
Use Dev-C++ to compile source.
added on the 2008-12-05 17:19:25 by soothsayer
uh? you compile it yourself, lazy basterd!
Thumbs up for releasing with source, and BIG thumbs up for not using Visual Micro$hit Studio to do your build. :D
‏
?????
Classic effects with no music here. Thumbs up for source code.
Games!
no
ugly
Bring back for me only the only demoart.
shoulda used Micro$shit Studio
ripped?
demo-poop
It's not that bad, really.
Not that good either, though... but it includes source, which is always nice.
Not that good either, though... but it includes source, which is always nice.
Quote:
but it includes source, which is always nice.
No it is not:
Code:
for X := 0 to Bitmap.Width - 1 do
begin
for Y := 0 to Bitmap.Height - 1 do
begin
...
Bitmap.PutPixel(X, Y, R, G, B);
end;
end;
csak így tovább!
lazy-san: How would you code something like that?
wtf
I am glad to see lot of laserbrain here. Maybe you should obtain some eyes too. In that case you will see what you look.
Otherwise if only one people likes my program and learns anything that is a success yet.
Otherwise if only one people likes my program and learns anything that is a success yet.
would have been cool ten years ago as a 64k....
now it just looks like you just followed a very old "how to code demo effects" tutorial..
now it just looks like you just followed a very old "how to code demo effects" tutorial..
Open your eyes Tigrou if you have. If have not then join to laserbrains club please. :)
Quote:
lazy-san: How would you code something like that?
I wouldn't.
Some really simple steps to make it faster are:
1. Given that "CBitmap" stores data in scanline-order, you wouldn't fill it coloumn-wise for cache-efficiency.
2. You wouldn't call a function to calculate a pixel's adress (which obviously increments by a constant from the previous pixel) and thus, writing the individual rgb-components to the stack first instead of directly storing them were they belong.
3. Just as an example (but equally applies to the other effects), you can precalculate the whole distance function (100000/(x*x+y*y)) for the "b(l)obs", resulting in a memory-lookup and an addition for each shadebob, thus running fluid on any >30mhz machine.
4. AMIGAAAAAH
Thank you for your comment lazy-san. You are probably right if the goal is speed boosting. But I do not want to produce the most perfect code. I don not intend every kind of optimization.
I like to show some similarity between the 2 languages. You know Hungarian students learn Pascal programming first, not just in the secondary school but in the university too. It is worth compare codes to learn C++ in some degree.
I like to show some similarity between the 2 languages. You know Hungarian students learn Pascal programming first, not just in the secondary school but in the university too. It is worth compare codes to learn C++ in some degree.
soothsayer: Ok, there's nothing wrong with that.
However, from a purely educational point of view, I wouldn't place all implementations into headers because it's error-prone and the concept of linking is a key-element of c/c++.
You should've simply pointed out the intended purpose of this package in the beginning.
To be honest I don't see much actual demoscene-relevance now; essentially it's tutorial-material.
However, from a purely educational point of view, I wouldn't place all implementations into headers because it's error-prone and the concept of linking is a key-element of c/c++.
You should've simply pointed out the intended purpose of this package in the beginning.
To be honest I don't see much actual demoscene-relevance now; essentially it's tutorial-material.
Hello soothsayer,
"Otherwise if only one people likes my program and learns anything that is a success yet."
Well, seems there are at leat 5 of them now.
"now it just looks like you just followed a very old "how to code demo effects" tutorial.."
Exactly that's why I like it. The clean code is the best tutorial on "How to does bump mapping work" I've seen so far. And you got the bashing because there is no "Tutorial" category ;-)
Which tools did you use to create the bump and heightmaps?
Regards JAC!
"Otherwise if only one people likes my program and learns anything that is a success yet."
Well, seems there are at leat 5 of them now.
"now it just looks like you just followed a very old "how to code demo effects" tutorial.."
Exactly that's why I like it. The clean code is the best tutorial on "How to does bump mapping work" I've seen so far. And you got the bashing because there is no "Tutorial" category ;-)
Which tools did you use to create the bump and heightmaps?
Regards JAC!
very basic
I like games but I must thumb down this prod because is poor and haven't music.
THUMBS UP FOR BLOCKY PIXELS!
submit changes
if this prod is a fake, some info is false or the download link is broken,
do not post about it in the comments, it will get lost.
instead, click here !