How do demosceners create complex computer animations in just a few kilobytes? One of our secret weapons is Shader Minifier, a tool that minifies GLSL code. Over the years, it has evolved to pack more data into tiny executables, pushing the boundaries of what s possible. In this blog post, we ll go through its evolution. In [ ] The post 15 Years of Shader Minification appeared first on…
In November 2022, we set ourselves a challenge: make a real-time animation that looks like a standard short animated movie, with the constraint that it should fit in 8 kilobytes. The goal was to have decent graphics, animations, direction and camera work, and the matching music… Yes, 8 kilobytes, less than half of this post, [ ] The post How we made an animated movie in 8kB appeared first on…
This article is the sequel to our series on the making of H Immersion (see the demo on YouTube). You can read the first and the second parts here: A dive into the making of Immersion ; Texturing a 64kB intro. In the previous part, we saw how textures are generated in H – [ ] The post Procedural 3D mesh generation in a 64kB intro appeared first on Ctrl-Alt-Test .
This is the poster that yogib33r and I (Zavie) made at the end of last year for the upcoming event organized by the Tokyo Demo Fest team. Tokyo Demo Fest is a Japanese demoscene party held in Tokyo. The last edition was a success, with an all time record attendance and a notable article in [ ] The post Artwork for the Tokyo Demo Fest lightning talks appeared first on Ctrl-Alt-Test .
Earlier this month, the large demoscene Easter meeting, Revision, took place with all its range of events and competitions, despite a new online format due to the pandemic situation. One of those competitions is the Shader Showdown: a tournament where participants are to write the best possible visual effect within a limited time. Each round [ ] The post A new e-sport: live coding competitions…
We released I – Probe in early November, at Alchimie. We wanted to see if we would be able to make something decent within a just two or three weekends. The post New release: I – Probe appeared first on Ctrl-Alt-Test .
We are proud to announce that we will be at the computer graphics conference SIGGRAPH Asia 2018 this December, where we will present the techniques used to create our 64K intro, H Immersion. At the conference, the Computer Animation Festival celebrates storytelling and animation in general, and showcases some of the best works of [ ] The post Talk at SIGGRAPH Asia 2018 appeared first on…
Tomasz Bednarsz has been trying to increase the presence of demoscene at the major graphics community conference, SIGGRAPH, for a few years now, through so called Birds of a Feather sessions. This year I had the unexpected opportunity to attend SIGGRAPH in Vancouver, and I was invited to participate to the session along with a [ ] The post Demoscene session at SIGGRAPH 2018 appeared first on…
This article is the second part of our series on the making of H – Immersion. You can read the first part here: A dive into the making of Immersion. When making an animation within only 64kB, using images is tricky. We can’t store them in a traditional way, because it is not efficient enough, [ ] The post Texturing in a 64kB intro appeared first on Ctrl-Alt-Test .
This article is also available in Russian, courtesy of Vlad Brown: Погружение в создание Immersion At last. Last December, we finally finished it. This video here is our last production, a 4 minute animation called Immersion . To be more precise, it s a capture of what is usually referred to as a 64k intro. But more [ ] The post A dive into the making of Immersion appeared first on Ctrl-Alt-Test .