Independent Love Bong by Contract
. almost-fullscreen [ c ï t r c t ] b. dSb high resolution . `$b ?SP . realtime raytracing . .' `. `:. s' .? `$b. .' . is just one of the .' : l. `?L dP d$$$b `¦?$$$P'.:' `. . great features ' b ` d$bod$$bdP' ?$$$$b `?b `?b ' .' , `. `b. d$P¦' `¦?$$P:' ?$$$$b.d$' d$b..d' ;. : d$P' .eb. :' ` ?$$$$$' .d$$$$$$b. ; .'.dP' .d$$$$$L .s .$$$$$b `:P' `¦?$b. another P' .dP'`¦?$P'$b$$$b ?'?$$$$b ` .d$b `?$l not-so-fast-made dP d$P xtr d$P¦?$$$$. ?$$$$b $$$$$L dP' work from .? .d$$'_lyse dP' ?$$$L ?$$$$b `?$$P'.P' cnt health care d' d$$$ dP `$$$$b. ?$$$$b$$P d' titled $ $$$$.dl .dP `?$$$$b. ?$$$$$P' .d' "(independent) $ $$$$P' dP `?$$$$$b`$$$P' .P' love bong" $. `¦§' ¦$P' `¦?P¦' `¦' d featuring `b. $b.' world-famous ?b .ob. `¦' superstars as: `$. ` `?. aron, xtro and `b. .P' http://contract.scene-hu.com ofcoz zooley `¦?$P¦ þ we present full frontal nudity ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ aron .......................... code + design + photos + typography xtro / rhyme .......................................... "bong" logo zooley ...................................................... audio þ we applied them as an additional crew ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ amic ........................ huge amount of selected quality mp3's archee / contract.................... algorithm optimization tricks charlie & thomas .................................. mode protection enok / chrome ................ previous fast-made-but-not-used logo laud / contract ........................................ idea bombs markus & laszlo (markus laszlo? wow!) ........ alphabet compression pascal / cubic team ........................... portamento handling ring games kft. ........................... killer hardware support szabolcs m rovics ............................ dustiest gravis ever szilva ................................................... aron's þ we suggest you starting the executable with the next parameters ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ exename 0 ............. how you love your oldie VGA card [default] exename 1 .......... your lame video card support only 2^16 colors exename 2 ................................. you prefer 2^24 colors exename 3 ....... you love 2^24 colors with a dummy byte [optimal] exename may be one of the executables attached - according to the speed of your computer. þ we really hope that you are a gamer with a powerful computer ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ very-very fast FPU ...................... one piece of PII will do some ram ..................................... 32 or maybe 16 megs fast video hw ............................................ vbe2.0+ gravis ultrasound ........................................ 1 piece þ finish the reading now, if you aren't interested in the details ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ first off, a short message to those fuckin' well-educated polygon experts: no, this is true recursive raytracing. try to implement refraction with your dummy triangles, please! or shut up. all the titles at initialization are just jokes. keep smile! the "oblivion" realtime raytracing engine supports: arbitrary planes (not just those stoopid horizontal doubled we-don't-care-about-the-sign craps!), spheres, cylinders and polygons (triangles and rectangles, too). the surfaces can be texture mapped, shadowed, reflexive and refractive in any combination. Phong-illumination is implemented on them and coloured linear fog is an additional optional feature of any scene. the only reason of slowness is the fact that these operations are has a tremendous computation cost! we had tried some tricks to reduce that with simplifying our engine to a first-hit raytracer, but it had not worked well with the scenes where some objects are intersecting, so we sucked... that was faster! note that most of scenes in today raytracing demos and intros are much more simple than the ones in this shit! most of you will not like the speed, some of us don't give a fuck. the blur routines at the beginning are not the boring horizontal or vertical ones, but true radial spin blur (zoom blur was also coded, but that was too ugly). yet another interesting(?) fact: half of the source is coded in C++, the other half in Intel-optimized assembly, because aron is too lazy to write everything in full assembly and he's going to recompile the whole shit on a much more powerful platform just to see a not-so-bad-quality full-framerate raytracing animation. all the textures (3 megs) are synthetised at the startup. aron's generator can produce simple bitmaps as elementary textures and combine them into more complex textures with some basic operations like weighted addition, bump or blur. well, check it out: contract is going to release the win32 version of "(independent) love bong" in the near future. just for some experience in coding DirectX, nothing too serious! by the way, propably it is aron's last release under dos. next time maybe a D3D demo with lame code and huge amount of design? or a video shit inspired by a band named korai rm with a breath-taking trippy music! or whatever ya want! we got ideas, we have no time: university and development of dummy database handling applications under win32! anyway we are looking for talented artists. coding under win32 is very enjoyable and you can hear your favourite mp3's in the background! þ we respect you ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ special thanks to the next artists whose music was heavily listened to during the work: anima sound system ù autechre ù fatboy slim ù goldie kraftwerk ù ltj bukem ù lucky people center ù massive attack orbital ù stardust ù the orb ù tricky þ EOF ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ OK, 7K is more than enough for a goddamn infofile, isn't it? by the way, we really don't give a fuck what you are doing with this production, but if you want to sell it, ask us for written permission!
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