how was this done?
category: offtopic [glöplog]
[imghttps://www.pouet.net/content/screenshots/1140.png[/img]
the effect in background. was that an animation or how was it done?. ive seen similar effects in orange demos before. it looks like the camera is not following a straight path or that it might be just me who dont look good enough
the effect in background. was that an animation or how was it done?. ive seen similar effects in orange demos before. it looks like the camera is not following a straight path or that it might be just me who dont look good enough
f'*kin typo
black magic by the guys from unlimited detail!
Animation. You can see the cuts to white every 6 or 7 seconds.
okay. thank you
Which demo is this from?
How about the demo that has the ID 1140 on Pouet.net?
Animated cubemap. Same thing was used in We Go and Starstruck by TBL.
While at it...how hard was the only effect there was in Spaceballs-State of the Art?
I am talking of the Cube-grid towards the end ofcourse!
Spaceballs - SOTA GridScene
I am still considering to think of it as an animation (as the rest of the demo, altho just animated Vector-Points), while Lonestarr delivered some "real" 3D shortly after at The Gathering (Spaceballs - Wayfarer, him still being 14 at age.
I never liked disassembling, because i like to start from zero with an idea, when i code sth!
Thats why i still have no idea if its just a precalc-anim like the rest of the demo or realtime_calced_3D! ;)
I am talking of the Cube-grid towards the end ofcourse!
Spaceballs - SOTA GridScene
I am still considering to think of it as an animation (as the rest of the demo, altho just animated Vector-Points), while Lonestarr delivered some "real" 3D shortly after at The Gathering (Spaceballs - Wayfarer, him still being 14 at age.
I never liked disassembling, because i like to start from zero with an idea, when i code sth!
Thats why i still have no idea if its just a precalc-anim like the rest of the demo or realtime_calced_3D! ;)
nevermind, he´s obviously trollin´;)
(damn, forgot to switch to my non-existant troll-acc before posting this!)
But: I just rewatched it and have to say it was an easy achievement in realtime, even on a500, the grid wasn´t as big as in my remembrance! ;) Still goes as an additional anim in my brain, please please tell me i am wrong here! ;)
(damn, forgot to switch to my non-existant troll-acc before posting this!)
But: I just rewatched it and have to say it was an easy achievement in realtime, even on a500, the grid wasn´t as big as in my remembrance! ;) Still goes as an additional anim in my brain, please please tell me i am wrong here! ;)
Preacher: ah that sounds more like it. i think you are right about the animated cubemap - because with that, one can change camera target, but not the center position. which it shows in this demo.
Same as in repetitived geometry per modulation! You can ofcourse rotate as much as you want, but it´s pretty visible at the edges of repetition! Thats also why almost no1 ever tried to rotate anything else than the Z-Axis in any RotZoom there was! ;)
Hello Unlimited Detail! :p
Hello Unlimited Detail! :p
Preacher: are you sure it wasnt Silkcut instead of Starstruck
Starstruck At least the part with the girl from 1:50 and the walking robot right after that seem to have this type of a thing.
And silkcut has the tunnel.
well, repetiting stuff for tunnels is quite normal if textured, aight? maybe i miss the point here! but textures cant be unlimited in length!
you're not moving, the tunnel is an animation loop projected on a cube sir ;)
I don't get the whole cube thing though. Would you not see flat distortion at the edges etc.? How big is the cube?
Think of it as a an animated skybox. The textures are predistorted to compensate like this
Ah! Thanks, I was not thinking about build-in distortion correction.
Indeed, this is animated skyboxes. We also did one of those in SFC - Matt Current.
A relatively easy way to tell is when the frame rate of the rotation doesn't match up with the frame rate of the motion :)
Gargaj: Well, a lot of other tricks have that trait. But yeah, it's a good indicator of heavy faking ;-)
Also the size and shape of the texels and the level of AA on the animated skybox doesn't lie ;)