pouët.net

mansikkajäätelön iltalento
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screenshot added by Mystran on 2016-08-08 01:47:26
platform :
type :
release date : august 2016
release party : Assembly 2016
compo : pc 4k
ranked : 3rd
  • 22
  • 6
  • 0
popularity : 54%
 54%
  • 0.79
alltime top: #12316
added on the 2016-08-08 01:47:26 by Mystran Mystran

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This is a very nice self shadowed curl noise particle effect. Very fluid looking movement, great job with that. I'm just not sure that it is almost 3 minutes worth of content with the same scene, I kept waiting for something to happen. Perhaps some interaction with simple primitives would have been cool. Still a thumb up because it's a very pleasant effect.
rulez added on the 2016-08-08 02:57:14 by drift drift
Actually, there is no curl-noise at all, it's pure stable-fluids... which is why I had so little space to actually make it interesting. :P
added on the 2016-08-08 03:03:37 by Mystran Mystran
Ah true? Thats really cool and probably why it looks so good compared to most faked fluid particles. Great job.
added on the 2016-08-08 03:07:05 by drift drift
Real nice!
I hope you'll push the idea further. I wonder what you could do if you managed to gain 100-200 bytes on the packed .exe.

If anything there are 8k and demo competitions ;)
rulez added on the 2016-08-08 10:36:17 by p01 p01
What drift said. That said, I really enjoyed this in the competition.
rulez added on the 2016-08-08 10:38:55 by Preacher Preacher
Technically impressive, but missing in direction and music => ok
added on the 2016-08-08 11:15:58 by Trilkk Trilkk
Nice effect. But why have that kind of music. It doesn't seem to have any connection with the visuals or their style. Very simple changes could have made this much better, without taking up any more space or development time. Someone clearly spent at least 15 minutes making or selecting the sounds, so why not spend those minutes for something sensible. Lack of taste? Lack of interest?
rulez added on the 2016-08-08 12:11:15 by yzi yzi
What Trilkk said, but ultimately a thumb since it's not just curl noise (though it wasn't exactly that different looking from it). Still surprised to see this among the top 3.
rulez added on the 2016-08-08 12:27:39 by noby noby
the fluids looked nice but the intro didn't really go anywhere
added on the 2016-08-08 12:52:55 by psenough psenough
Neat simulation.
rulez added on the 2016-08-08 15:50:56 by msqrt msqrt
i like it
rulez added on the 2016-08-08 17:42:21 by sensenstahl sensenstahl
not bad
rulez added on the 2016-08-08 18:15:21 by elfh elfh
I reflected as instructed
rulez added on the 2016-08-08 18:25:45 by Fell Fell
BB Image
added on the 2016-08-08 19:06:47 by rudi rudi
Nice one!
rulez added on the 2016-08-11 21:45:03 by baah baah
ok
added on the 2016-08-12 21:27:25 by Frequent Frequent
+1 for the synth and music. the fluid effect is nice but quickly boring.
rulez added on the 2016-08-13 10:30:26 by Tigrou Tigrou
Great effect!
rulez added on the 2016-08-13 12:19:44 by Optimus Optimus
Blunderbuss - 4k 2016 version !
rulez added on the 2016-08-14 12:49:17 by golem golem
Blunderbuss without the gloom.
rulez added on the 2016-08-16 20:01:22 by cce cce
I just realised I don't remember seeing the particular GPU sorting algorithm ever mentioned anywhere, so might just as well drop a note about it here (even though it might not be novel), since it's extremely simple (ie. take very little code to implement).

It's essentially a variation of bitonic merge sort, it's incremental and it's based on the idea of simply pretending we have a bitonic sequence (even if we don't, which curiously enough is not very important):

1. take array of 2^k=N elements and pair-wise sort first and last, second and second to last and so on in parallel ie. foreach i..N/2, sort(e[i],e[N-i-1]).

2. split the array in half from the middle and repeat for each half recursively (in parallel, obviously), takes k=O(log N) passes until all the sub-arrays have size 1. The only difference between passes is the sub-division size, essentially just add varying modulo to the indexing calculation.

3. it turns out (informally, but it works) that if the above process is repeated k=O(log N) times, we get a fully sorted result (giving a total complexity of O(log^2 N) parallel passes), however...

...in practice, the outer loop (step 3) doesn't need to run to completion, it can be done a few times per frame (every round improves the order more or less consistently, although some elements here and there might get a bit worse sometimes), the positions can be updated / rendered, and then keep sorting from whatever the order was previous frame. The intro does 10 or 15 or something like that outer passes per frame, but it's not very critical at all, even just a couple of passes will keep everything sorted "reasonably well."

Obviously this might not be the best sorting algorithm if the actual implementation complexity doesn't matter (IIRC it needs about twice the passes of a proper bitonic sort), but it's ridiculously small and simple and still not terrible inefficient.

So.. yeah.. I'd be surprised if I was the first to think of this algorithm, but at least now it's documented somewhere. :)
added on the 2017-01-07 04:55:24 by Mystran Mystran
The effect is extremely nice looking. The lack of progress really doesn't matter all that much since the effect is visually interesting as is. Perhaps 2 mi utes would have been a better choice. On the music side of things, however, there's a lot of choices I simply can't understand. To me, it sounds as if you've used 4klang. There's at least five instruments. You have everything in place to have music that matches the visuals, really. 4klang is capable of modulation, thereby enabling you to create long, slowly evolving instruments. For a fluid simulation, I'd have definitely gone for a more fluent soundtrack. Instead, you've gone in the complete opposite direction and have a staccato track. The slightly larger footprint of 4klang makes no sense when not implementing the features this extra size introduces. So why not either create instruments, that matches the visuals or chose ie Clinkster with a smaller footprint? Also, 5 instruments is actually quite a lot for a 4k. Creating 2-3 interesting instruments and a more "fluidly" soundtrack would have worked so much better and even left you with quite a few extra bytes to perhaps introduce something extra visually. Well, that's of course just my view on things, and it definitely doesn't change the fact, that this is one of the most visually interesting 4k intros of 2016. Well done and obvious thumb up!
rulez added on the 2017-01-07 10:14:16 by Punqtured Punqtured
this was awesome.
rulez added on the 2017-01-07 14:21:04 by MuffinHop MuffinHop
Nice one-trick pony. :)
rulez added on the 2017-01-07 15:37:01 by Saga Musix Saga Musix
Nice looking.
rulez added on the 2017-01-07 16:34:12 by raer raer
The effect is nice, but the music is completely awesome (and yes it sounds like clinkster).. Very nice chord progressions and not much looping. And thanks for your description of the bitonic sort used there!
rulez added on the 2017-01-07 19:17:44 by mad mad
Heared it again, and yes it also loops. I really dig the style of the music.. It doesn't matter if it's only consistiing of one effect this intro is cool as it is! Nice "trip"! :)
added on the 2017-01-07 19:20:53 by mad mad
Music is custom synth that's not terrible capable, because I was totally out of size by the time I had to add a soundtrack. :)
added on the 2017-01-08 07:58:47 by Mystran Mystran
lovely 1 trick pony
rulez added on the 2017-03-22 21:13:06 by T$ T$
particles ftw
rulez added on the 2017-08-11 22:25:20 by Flashira Flashira
Great effect with good colours. Pointless amelodic tune when even correctly picked static sound would have been better.
added on the 2017-08-11 23:04:14 by Serpent Serpent
nice effect

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