pouët.net

Chaos Theory 4k (KK remix) by DMA [web]

 ---------------- Chaos Theory 4k remix by KK/DMA ----------------

                    .                                    __
    .                                 .                 d$$$.
        __                                             `?FF"'
      ;MMMMm   ,.                            .              
     ;;MPYMMM.;$$h                                   ,d$$$$h.
    ;;]PMMYMMb`$$F                                    ?FFFFF
    `;TMMMdMMP `    An intro                .     _________
     ;;MMdMMP       Of my making                 d888888888b
      `YMMP'        Yet an intro                 Y888888888P
                    Not of my design                  ___
              .                                ______d888b
    .   $                                     d88888888888
         .    $ .                             Y8888888888P
   $  . $       $        .               ______
   .  $      .     .                 ___d888888b
     $  .. $     $     _________    d88888888888b
                     _d888888888b   Y88888888888P
       _________    d888888888888
      d888888888b   Y8888888888P
      Y888888888P



Original 64k idea                      Conspiracy
Hard work remixing it all in 4k        KK




Hardware requirements:	SM 4.0-class card and A LOT of shader power
			GTX 280 or higher strongly recommended
			good CPU won't hurt (a lot of 3D primitives)
			if you have something slower, consider
			running demo in reduced resolution
			(or waiting for capture)

Known bugs:		Esc key may not work under some Win7 installs
			(Alt+Ctrl+Del to the rescue).



Special thanks go to Marta for her patience.


Many thanks to Mentor, Blueberry and all the people involved in making of Crinkler.

Respect to Conspiracy crew for making one of the best 64ks out there.




Greetings fly to:
	Spec
	Kyan
	Reg
	Unc
	Vorg
	Ninja
	Bonzaj
	Rrrola
	Mentor
	Blueberry
	Gargaj
	all the people at forum.warsztat.gd
	all the people who ever tried their hand at 4k intros
	all the people at the Riverwash 2k11 party and beyond
	you, for wasting your time reading this all



Some technical details for those interrested:
	The intro is based on set of crazy vertex and pixel shaders.
	Vertex shader deforms and positions all objects. Pixel
	shader shades and renders procedural textures. Before each
	batch of objects there is option to change render states
	and copy current backbuffer to one of the two "rendertarget" textures.
	The trick to fit all shaders was to use extra preprocessor, which
	inlines chunks of text, so they may be nested and reused.
	Custom HLSL parser with intelligent variable renamer was of great help, too.
	Every scene is defined by 3 bytes: duration, 8-bit camera path seed and 8 one-bit flags.
	For further details just disassemble the intro or simply email me at the address below.




Have fun,
KK of DMA

krzych82@poczta.onet.pl