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Farb-Rausch Releases PC Demo Creation Software

RaD Man [ACiD] writes "Farb-Rausch, one of the best-known groups at the forefront of the PC demoscene, has just released Werkkzeug, a fully featured, freely downloadable PC demo creation tool used to make the visually stunning and award-winning demo The Popular Demo. Not only have they freely published the creation tools, but they've also released the original datafiles for The Popular Demo as well." We also recently featured a 96kb FPS demo from the same authors.

203 comments

  1. Leading the scene by Rodrin · · Score: 4, Insightful

    Computer demos have always led the way to the latest in graphics. Be it with commodore 64 (those were the days), Amigas, or the PC it will always be amazing to see what the next year's demos have to offer. I say that this will only spur on more creativity..good for them.

  2. WTF Mate! by iR-Corp · · Score: 2, Funny

    I dont see why they would do this, although it is fun to play around with, they are basically throwing their money out the window, this is a great advantage to the average joe designer that likes to play. What do you think?

    1. Re:WTF Mate! by Rodrin · · Score: 2, Insightful

      Common, what money is there in the demo scene's dev tools? Squat. However the talent that is put into making the demos happens to be what is worth the big dollars. So WTF Mate to that. =)

    2. Re:WTF Mate! by Anonymous Coward · · Score: 2, Funny

      Yeah, this giving stuff away for free crap will never lead to anything good!

      Err...

      Never mind.

    3. Re:WTF Mate! by Gongo · · Score: 5, Insightful

      Why they would do this?

      Maybe for simple reasons, maybe just as simple as the 'new' scene spirit of sharing as opposed to the original hacker culture. More of a 'hippy commune' (hi Statix, ehm ... alex ;-)) act, but in the past big demo groups have released even their source code for next generations of sceners to learn from (ofcourse ripping is a fact :-().

      In fact, there are a few other demo-authoring tools out there already. (Demopaja, smouse, ...)

      What makes this one so unique is that it allows you to make REALLY small demos, as opposed to the multi deca-mega-byte demos. It allows you to create small demos called intros. (all fitting in 64k).

      The big trick is to GENERATE your data from parameters as opposed to loading the data from a file. (jpg, tga, gif, xm, mod, mp3, 3ds, iwo, ...) Thus allowing to show something spectacular in such a small sized package.
      As for the commercial value of this: The other mentioned demo creation tools are also commercialised (at least some) as VJ tools for a videowall or related devices. This is not the case for this tool. Maybe shortsighted of me, but I do not see the commercial value of this product besides the obvious one: get the competition to pay for reaching your level of competence, but even still, then this is only scene related.

      And as everyone knows: it is not the tools that make you good (but it helps), so I fear that if it is the intention of Farbraush to level the competitionfield (because it is all too easy for them to win competitions :-)), it still will be difficult for most groups to reach their level ;-)

      Gongo / Green ^ openUDS

    4. Re:WTF Mate! by Anonymous Coward · · Score: 0

      But maybe it could pay its way in its spare time
      by recruiting directX upgrades.

      Hey, pardon my tinfoil hat.

      My remaining WinBox is sequestered offline,
      and stays that way as I taper off my former
      addiction to a certain proprietary OS.
      No more Windows upgrades for me, thank you.

      I love demos; always have.
      I'll wait for the Linux version, thanks.

    5. Re:WTF Mate! by YOU+LIKEWISE+FAIL+IT · · Score: 1

      Ah, but is it better than the Red Sector International demo creator?!

      My friend and I used to love playing with this back when I was a kiddie on his Amiga 500. Unfortunately, he used some funny hack to switch his df0: and df1: assignments, as his df0: was dodgy, and one day we ended up overwriting the beginning of the disk with one of our demos.

      Oh the humanity!

      --
      One god, one market, one truth, one consumer.
    6. Re:WTF Mate! by andr0meda · · Score: 1

      Why no blatant plug for OpenUDS! ? :)

      I've played around with the Farbraush tool last week (it was on scene.org since a week or so). Very impressive. Hope they open up the API.

      --
      With great power comes great electricity bills.
  3. Wrong one... by Dwedit · · Score: 4, Informative

    What's this about "The Popular Demo" being 64k? It's actually 8,854,016 bytes long.

    1. Re:Wrong one... by Rodrin · · Score: 1

      Good point, there is a flaw in the story. Good job pointing it out.

    2. Re:Wrong one... by Anonymous Coward · · Score: 0

      Yes. That is one of their 8 meg demos. :P

    3. Re:Wrong one... by RobertKozak · · Score: 5, Funny

      What's this about "The Popular Demo" being 64k? It's actually 8,854,016 bytes long.

      Probably a result of it being zip compressed. :-)

      --
      Bet this .sig looks familiar.
    4. Re:Wrong one... by ZeroExistenZ · · Score: 3, Interesting

      I think he got the wrong link.

      The one the author mentioned is a demo of the same crew.
      Check out the legendary 64K demo @ The Product.de

      --
      I think we can keep recursing like this until someone returns 1
    5. Re:Wrong one... by Gongo · · Score: 2, Informative

      search on the farbraush site for other productions, or on pouet on farbraush productions (including the .produkt). Candytron, ...

      both 64k demos (with a lot of generation) and full fledged demos are possible with this tool.

      Gongo/Green ^ openUDS

    6. Re:Wrong one... by XaviorPenguin · · Score: 1, Offtopic

      There are other files there that are for Computer Demos and one for Parties. I believe the Party Demos are for like Raves and what not that are carried out through the US and Europe. The video from that is displayed on a big screen and people dance to it.

      Go back there again and you will see Party and Demo, the Demo is the 64k ones.

      --
      Friends help you move...
      REAL Friends help you move dead bodies... ^_^
    7. Re:Wrong one... by Anonymous Coward · · Score: 2, Insightful

      I believe the Party Demos are for like Raves and what not that are carried out through the US and Europe. The video from that is displayed on a big screen and people dance to it.

      "Parties" are the events that demogroups use to show their newest productions and compete with other groups. It's like a LAN-party without the script kiddiez ;)

    8. Re:Wrong one... by Bender_ · · Score: 1

      You really think "the popular demo" looks like anything people would show at raves? I think you need to get out more...

    9. Re:Wrong one... by Anonymous Coward · · Score: 0

      Parties are just big shows were demo-makers groups gathered to compete together. Competitions are divided in different parts : coding, music, drawing, etc ... each parts has sub categories. To link with today's news, coding can be divided in 4k intros (demo fitting in 4096 bytes), 64k intros (demo fitting in 65536 bytes) and demo which size is limited to the competition rules.
      Please note that there can be way many others
      coding parts such as wild demo creation which
      is to create a demo in limited time.

      If you would like to read more about the scene
      you should go on websites such as www.scene.org
      which gathers all productions from the almost
      beginning of the scene to nowadays or www.ojuice.net which brings latest news or
      just google a bit and you will find tons of
      information.

      My 2 cents ...

    10. Re:Wrong one... by Wolfrider · · Score: 1

      --To save time, here's the actual page that contains the above-mentioned demo with (2) download links:

      http://theproduct.de/index.html

      --Scroll down until you see [[
      fr-08: .the .product
      released 29-dec-2000
      download (63.5 kbyte)
      alternative download
      ]]

      --
      .
      == WolfriderV6 == I'm willing to admit that *I just might* be wrong... Are you??
  4. Coooooool by vandan · · Score: 3, Interesting

    I used to love sitting in front my my K6-2 333, smoking cones and watching demos. Favourites were Tribes and B-Hyper. If anyone has some links to demos that run under Linux or wine, feel free to post them.

    God I miss the demo scene, even if I did kind of 'miss' it to begin with - I noticed them just after the scene died...

    1. Re:Coooooool by Rodrin · · Score: 2, Informative

      What do you mean? The scene isn't dead, it is still active albeit not quite what it used to be. Everybody always considers a project dead when the masses leave. However from my experience this COULD be one of the best times for development, no distractions.

    2. Re:Coooooool by Anonymous Coward · · Score: 3, Informative

      There's a bunch of Unix demos here. Some with source.

    3. Re:Coooooool by zyche · · Score: 2, Insightful
      Well... The demo scene is like BSD: it has died so many times we have lost count.

      I also miss the demo scene. But the the PC scene is kinda mixed up since there is no reference machine with certain specs. Yesterdays state-of-art demo can be done in Basic tomorrow...

      C=64 demos still rules! I was blown away at The Party '94 (and '95) in Denmark when I saw all the clever tricks they managed to make those old machines do!

    4. Re:Coooooool by Anonymous Coward · · Score: 0

      I don't understand the demo scene. I watched "The Popular Demo"... but... I don't get what it's a demo of? A movie? A video game? Uh... I'm a bit confused.

    5. Re:Coooooool by Jace+of+Fuse! · · Score: 1

      I don't get what it's a demo of?

      The skills they have, that most coders do not.

      --

      "Everything you know is wrong. (And stupid.)"

      Moderation Totals: Wrong=2, Stupid=3, Total=5.
    6. Re:Coooooool by Errtu76 · · Score: 1

      www.scene.org has alot of (archived) demos for download. Most of 'm nowadays use directx and are only for win*, but i remember older demos like the ones from Future Crew etc ran in plain dos. Ahhh, memories of loading samples into your GUS :)

      So just to make sure: the scene (i'm assuming you mean Assembly) didn't die. Check their site out. Pretty amazing demos.

    7. Re:Coooooool by Anonymous Coward · · Score: 0

      AH!

      Okay, I've been wondering every time I see something about the "demo" scene. When I think "demo" scene, I think of crappy shareware games passed around in the early 1990's so it didn't make any sense. Thanks!

      And this is the first time I've seen the "The Popular Demo" thing. HOly fucking shit that's awesome.

    8. Re:Coooooool by Anonymous Coward · · Score: 0

      People still push even older machines even further... Take a look at PWP's VIC-20 demo "Robotic Liberation", complete with a speechsynth... There's a video rip available for download here

    9. Re:Coooooool by poot_rootbeer · · Score: 1

      I noticed them just after the scene died...

      The scene didn't die -- it just died DOWN.

  5. mirrors by crache · · Score: 3, Informative

    I smell a slashdotting, here are their listed mirrors: Werkkzeug ftp://ftp.scene.org/pub/resources/demomaker/thepro dukkt/pno0002_werkkzeug1_v1200.zip&id=242925 ftp://ftp.pl.scene.org/pub/demos/resources/demomak er/theprodukkt/pno0002_werkkzeug1_v1200.zip&id=242 925 http://http.pl.scene.org/pub/demos/resources/demom aker/theprodukkt/pno0002_werkkzeug1_v1200.zip&id=2 42925 Datafile ftp://ftp.scene.org/pub/resources/demomaker/thepro dukkt/pno0003_the.popular.demo_datafile.zip&id=242 926 ftp://ftp.pl.scene.org/pub/demos/resources/demomak er/theprodukkt/pno0003_the.popular.demo_datafile.z ip&id=242926 http://http.pl.scene.org/pub/demos/resources/demom aker/theprodukkt/pno0003_the.popular.demo_datafile .zip&id=242926

    1. Re:mirrors by Rodrin · · Score: 1

      This seems a little easier to read, but I'm not too sure about the links so I won't anchor them.. ftp://ftp.scene.org/pub/resources/demomaker/thepro dukkt/pno0002_werkkzeug1_v1200.zip&id=242925 ftp://ftp.pl.scene.org/pub/demos/resources/demomak er/theprodukkt/pno0002_werkkzeug1_v1200.zip&id=242 925 http://http.pl.scene.org/pub/demos/resources/demom aker/theprodukkt/pno0002_werkkzeug1_v1200.zip&id=2 42925 Datafile ftp://ftp.scene.org/pub/resources/demomaker/thepro dukkt/pno0003_the.popular.demo_datafile.zip&id=242 926 ftp://ftp.pl.scene.org/pub/demos/resources/demomak er/theprodukkt/pno0003_the.popular.demo_datafile.z ip&id=242926 http://http.pl.scene.org/pub/demos/resources/demom aker/theprodukkt/pno0003_the.popular.demo_datafile .zip&id=242926

    2. Re:mirrors by crache · · Score: 1

      I seriously tried to link them, but it won't let me (too few characters per line, they won't fit on one line and it breaks the a href into seperate lines.. oh well.

    3. Re:mirrors by Anonymous Coward · · Score: 5, Informative
      Goodness; does no one here know HTML? Here are the four "the.popular.demo" mirror sites, as links: And, by the way, "the.popular.demo" is 8.2MB, not 64KB as stated in the article. (Rather a difference, so expect a long download time.)
    4. Re:mirrors by Anonymous Coward · · Score: 0

      Yeah, instead of a fraction of a second download, it took almost 20 secs.. I wasn't prepared for so long download! Noooo...!

    5. Re:mirrors by randyest · · Score: 1

      Er, you fail it then ;)

      Seriously though, someone else managed to link them fine, so I'm not sure how you failed it, but I'm going to take a guess and say you're trying to make the link text be the same as the link url, as in:

      <a href=http://foo.com>http://foo.com</a>

      If so, FYI: the first "http://foo.com" is the link, and the 2nd one is the displayed text. So if the URL is long just do:

      <a href=http://really.long.url.at.foo.com> link </a>

      Replace "link" with anything; it will still work fine.

      --
      everything in moderation
    6. Re:mirrors by Anonymous Coward · · Score: 0

      rotflmao!!!!!

  6. 64KB INTRO! by rexguo · · Score: 4, Informative

    Is "Poem for a horse", not "The Popular Demo". This 64K intro was shown at SIGGRAPH'03.

    --
    www.rexguo.com - Technologist + Designer
    1. Re:64KB INTRO! by bairy · · Score: 1

      Nah, "popular" was the 8meg one codenamed fr-025 whereas "poem" was 64k coded fr-019. I'm not entirely sure which came first but they aren't the same

      --


      Get paid to search..It's geniune and
  7. Popular demo not a 64kb demo by octal666 · · Score: 4, Informative

    The popular demo is not a 64kb demo, farb-rausch are good, but the popular demo is a 8Mb demo, as it can be seen if you just follow the link to pouet.net.

    --
    DON'T PANIC
    1. Re:Popular demo not a 64kb demo by PommeFritz · · Score: 1

      It's 8mb likely because of the larger textures and music files.
      Farb-rausch has an impressive list of =64Kb demo's that are almost as cool, if not cooler than "Popular"...

    2. Re:Popular demo not a 64kb demo by octal666 · · Score: 1

      yes, like the product, but the popular doesn't seem to be done with generable meshes and textures, see diferences with the candytron, for example, it's amazing the candytron, nevertheless.

      --
      DON'T PANIC
  8. Back in the old days... by kjba · · Score: 5, Insightful

    Back in the old days, when groups like the Future Crew still ruled, the demo-scene was way more interesting. Making stunning effects is much more of a challenge when the hardware you're working on is limited. These guys used to create a 3D-engine from scratch in 64kb, as there was no DirectX. For me, the massive computing/graphics power we have today has taken away all the fun.

    1. Re:Back in the old days... by Anonymous Coward · · Score: 0

      The massive computing/graphics power we have today - has not taken the fun away from the scene IMHO. I personally believe that the scene as decade because of the lack of imagination! Groups just aren't putting as much thought into the demos as they did back in the good old days, it seems that groups are only trying to do what's already been done, but now with a higher poly count (looks nice... but, really not that interesting).

      ps. Future Crew, Dust, Crystal Method (and others) now... they were good!

    2. Re:Back in the old days... by Anonymous Coward · · Score: 0

      These guys used to create a 3D-engine from scratch in 64kb, as there was no DirectX. For me, the massive computing/graphics power we have today has taken away all the fun.

      There you go. I suppose that at some point you get tired of calculating clockcycles in assembly, finding new ways to 'cheat' viewer, and rather move to 'real' algorithms. There are plenty of handheld machines to work on too if you mean 3d-cards + 3d-frameworks are ruining demomaking.

    3. Re:Back in the old days... by Anonymous Coward · · Score: 0

      That's not the old days. The old days is Fairlight etc. on the C64. :)

    4. Re:Back in the old days... by Errtu76 · · Score: 1

      and don't forget the releases of Scream Tracker (later made obsolete by Impulse Tracker), pure assembly programming, Gravis Ultrasound cards and ofcourse the total lack of internet, so you'd be forced to dial in to some obscure BBS and hopefully you didn't ran out of credit before you downloaded all the demos (pkzipped or rar'd ofcourse). *snif* i need a hug ... too many emotions playing up again

    5. Re:Back in the old days... by Anonymous Coward · · Score: 0

      Mahoney & Kaktus
      Melon Design
      Kefrens
      Razor

      ^- Those guys were good. Love the Desert Dream MegaDemo from Kefrens.

    6. Re:Back in the old days... by jswhiting · · Score: 1

      the massive computing/graphics power we have today has taken away all the fun

      yes and it's taken away the high frame rate too and a lot of the artfulness. lots of new demos that i've watched today run at a disgustingly slow frame rate on my p4 2.8ghz w/ nvidia geForce2. come on, really now. the old demo scene is turning in its grave... if folks would just focus on artfulness, composition, and emotive impact instead of how many triangles are being rendered...

    7. Re:Back in the old days... by Wolfrider · · Score: 1

      ** hugz j00 **

      --You still can't have my beer, mang. ~:o

      --
      .
      == WolfriderV6 == I'm willing to admit that *I just might* be wrong... Are you??
  9. It's come a long way... by Geak · · Score: 2

    I haven't actually checked anything out from the demo scene since the commie 64 era. Do they still code this stuff in assembly? Or is it all done using OOP now?

    1. Re:It's come a long way... by Anonymous Coward · · Score: 0

      Geak, get with the program.

      They use Visual basic. Hardcore, unmanaged code ;)

    2. Re:It's come a long way... by theArtificial · · Score: 0

      It depends on the crew and the release itself (for which comp or party it is intended). The shift now seems to be a VC++ GUI for setting options such as resolution and color depth with most of the demo done in assembly (ie the sound, graphic engine etc) for speed and size reasons. The more bloated releases (such as the 5-11 meg ones) are mostly due to the music which is stored as an mp3 and to a lesser extent the textures, although some generate these upon launch. Take a look at http://www.scene.org for some awesome demos (they have an archive) that you can poke around either by team/group name, individuals etc.

      --
      Man blir trött av att gå och göra ingenting.
    3. Re:It's come a long way... by kb · · Score: 2, Informative

      Our demos and tools (and I think I can speak for the majority of the scene here) are mostly written in C++ (with simple, lean OOP mixed with imperative style whenever objects don't make sense) plus a few time-critical routines in assembler (most notably our software synthesizer and parts of the texture generator).

      Doing everything in Assembly is overkill most of the time, demos nowadays are pretty much GPU limited, the only exceptions are the things mentioned above.

      kb^fr

  10. DirectX 9 by RobertKozak · · Score: 3, Informative

    Make sure you have DirectX 9. I usually dont keep up with this so I didnt know.

    --
    Bet this .sig looks familiar.
    1. Re:DirectX 9 by Anonymous Coward · · Score: 0

      And a card that supports it as well probably... This work-issue TNT2 just "does nothing" :-(

    2. Re:DirectX 9 by mikael · · Score: 1

      Try installing the latest DirectX 9.0 on Windows XP Professional

      - The DirectX 9 drivers cannot be installed as they have not been certified for use with Windows XP Professional

      Well, thank you, Mr Plug'n'Play operating system.

      --
      Vintage computer adverts: http://www.vintageadbrowser.com/computers-and-software-ads
  11. The technology is awesome by rexguo · · Score: 4, Interesting

    I've just attended CommunicAsia 2004 in Singapore where Apple announced and demo'ed its answer to Adobe After Effects, called Motion. It is one incredible piece of software I tell you. Check out the Quicktime demos online at Apple's site. Anyway, my point here is that Far-brausch's tool has the exact same "real-time preview and update while everything is still running" technology that Apple was spending 90% of its time showing off of Motion. I'm also very impressed by the way Chaos solved the classic problem of layout problems in a graph-based media technology by using stacked operators. Everything snaps and stacks up nicely and you know how the data flows. I did something very similiar but far from the polished state that this tool has. It's called HyperNet, and it's done in Java, making heavy use of its built-in reflection mechanism.

    --
    www.rexguo.com - Technologist + Designer
  12. Just pointing out... by 222 · · Score: 5, Funny

    I just wanted to make the comparison that notepad.exe is 64.5k...

    1. Re:Just pointing out... by Anonymous Coward · · Score: 1, Informative

      Yeah, but "the.popular.demo" is actually 8.3MB (the story is wrong), not 64KB. So I'm much more impressed with Notepad, honestly, in utility per byte (even though it does just create a window with a common Windows control straight out of a system DLL).

    2. Re:Just pointing out... by BrainInAJar · · Score: 1

      check out FR's site, download demo 8 (the.produkt). it's 64megs, about 3 mins long, and is fscking amazing

    3. Re:Just pointing out... by bairy · · Score: 1
      fr-08? That's at least 8 or 9 mins long (including the scroller). The scroller suggests 11 although I've never timed it. It's also 64Kb not Meg :P

      It is very very good, as is candytron although candy is much more cpu intense

      --


      Get paid to search..It's geniune and
    4. Re:Just pointing out... by bairy · · Score: 1
      (even though it does just create a window with a common Windows control straight out of a system DLL).

      All the demos do is essentially pull bits from other sources (mainly DirectX, and the Arial font). The textures and sounds are in the code, but it's DX that does the actual rendering. If you look in task manager whilst fr-08 is running, you'll see it takes up something like 400MB memory.

      --


      Get paid to search..It's geniune and
    5. Re:Just pointing out... by Gongo · · Score: 1

      That is in this day and age besides the point. While in the old days you HAD to do it manually, even in the age where early adapters had a 3dfx capable card, you still had to code your engine by hand (or rip one, since open source was not so available, nor the internet for that matter ;-)) if you wanted to have some audience.

      Those 64k demos also boggled the mind. The first pc intro I know of that used generation for both their textures as well as samples was Jizz from The Black Lotus.

      Further propagated when their second intro called Stash (well, not their second, but the second with this technology) was released not long after Jizz.

      Just ask yourself: if the scene is all about expressing yourself (and bragging in a meritocracy ;-)), then WHY wouldn't you use the current limits of your machine to their fullest (including hardware in additional processors) to make something that is fun and easthetical eye-candy to watch?

      Ofcourse it has more merit to code your engine by hand using software rendering, but why in god's name would you waste all that awesome power you have at your disposal? And even that 'more merit' part is fading, since 'everybody can do it' by now.

      At least in the scene ;-)

      As for the 64KB disksize and 400MB memory hog at run-time... In the old days there were 2 reasons for a 64k demo competition to be just 64k: in real mode/v86 mode a segment is exactly that size; also, those big demos (800K+ ) were too big to get good exposure and fans if they had to pull it over their state of the art 4800 baud modems. :-) (also, I believe the 64k had to do something with competing with the C=64, Amiga and
      Atari scenes)

      With the advent of a 386, and a program called pmode by Tran/Renaissance changed all that. Watcom (OpenWatcom nowadays) was the favorite scener's C++ compiler with its DOS4GW extender (several 100K to distribute along, where pmode/w was only a stub 13k big with LZSS compression of the PE).

      Later (after DOS) the split was between accellerated and non accelerated demos. Ofcourse this was uneven competition :-).

      However, the 64k intro scene could benefit greatly from this, resulting in beautiful intro's, that were still as small as that, but were far more enriched.

      The 64k in memory was never a real requirement, because you could always allocate more memory for buffers (and the 0A000 segment for the videocard buffer was also included). It is with that limited amount of diskspace that you can do such great stuff that is the issue. There are limits to how much a compression algorithm can do to your final executable (data and all).

      And therefore this is a great feat. 64K becomes 400MB ... so what, can you code something that looks that cool and beautiful, including textures and music in that limited size?

      Gongo / Green ^ openUDS

    6. Re:Just pointing out... by j3110 · · Score: 1

      I still think the best demo maker is NASM. :)

      It's the best way to learn assembler, and I think it would be a great class at a university. I have a 57 byte static-like snowy screen thing I created that will even exit when you press a key. I sacrificed a lot of speed for size, and it isn't that cool, but I just wanted to see how small it could be done in. If anyone wants the fully documented assembler code, it's definately short enough to post. It's fun to tell people that their monitor cable came un-done when the static comes up.

      --
      Karma Clown
    7. Re:Just pointing out... by Anonymous Coward · · Score: 0

      If you want to see an impressive thing in only a few bytes you can try tube, a very cool effect in only 256b. And it comes with source code included! ;-)

  13. Re:DirectX 9 not for Mac OS X by Anonymous Coward · · Score: 0

    So, it is a demo for DirectX 9, ... it does not run on Mac OS X.

  14. The real 64k intro by rhymesmith · · Score: 2, Informative

    Actually the first 64k intro (as the small ones were/are usually called) created using this tool was The product (das produkt) released at The Party and ranked 1st in the intro competition.

    A really mind-blowing piece of work considering it was made four years ago and fit into 64k, be sure to check it out.

  15. Demos.... by murky_lurker · · Score: 1

    Errr... not meaning to troll, but the Popular demo is around 8 meg - only in a Windows environment could it be called a 64k demo ;) On topic, I've been a fan of Farb-Rausch for some time now - they seem to be one of the few PC groups that have that "wholly-rounded production" feel that was such a feature of the early PC scene and the old Amiga days. But then, I'm an anorak for this sort of thing - thinking of the days of Sanity, Anarchy et al. on the Amiga scene gives me a warm glow in my vitals. Looking at the Breakpoint invitation on the Farb-Rausch site shows how far the scene has come from the days of glorified LAN parties with unlimited cider, diskthrowing and music competitions lasting several days.

    1. Re:Demos.... by jpop32 · · Score: 4, Funny

      from the days of glorified LAN parties

      LAN parties? Surely you mean _copy_ parties. There were no LANs in the _real_ good old days. Hard disks were scarce, too. And bandwidth was measured by how many floppies would fit in a envelope.

      Oh yeah, and we had to walk uphill both ways. ;-)

  16. Demopaja was still the first by hsa · · Score: 1

    Demopaja was released a couple years back, and is really the same thing with older fx. So this has been done before.

    1. Re:Demopaja was still the first by kb · · Score: 5, Informative

      No, it's not. Demopaja is "only" (not to say anything against it, it's one of the coolest tools even for producing videos ;) a timeline editor for external plugin DLLs, so to say a tool that demosceners can use to concentrate on coding their own effects while leaving the dirty direction work to the artists. .werkkzeug on the other hand is a complete, closed content development system which does not support linking your own code (because we never needed that, Chaos always implemented what the others wanted) but includes everything from texture generation, mesh generation/editing, timeline editing, post-processing effects and a few other things.

      So you can't even compare both tools, as they've got radically different uses within the same context.

      Oh, and in fact the only thing that we claim that hasn't done before is the completely nondestructive modular texture and model editing. We know we haven't invented texture generation itself or demomakers, don't worry. Damn, I used those tools back on the C64 when I was 14, so... ;)

      kb / farbrausch

    2. Re:Demopaja was still the first by ecote · · Score: 1

      demopaja's DLL plugin interface is TERRIBLE.. respects to memon, but its not programmer friendly enough for me.. or for most coders for that matter. even the demos that are erleased with demopaja are no where near as impressive as moppi's

  17. What happened to the demo scene anyway? by Analogue+Kid · · Score: 5, Interesting

    I really used to love all those demos. They were small, they were fast and they looked great. Basically they were the cutting edge. I used to hang out with 5 of my buddies and watch them on a 486 in my basement. At that time, the demos looked better than anything in any game. But going back and looking at them now is a little sad. It just makes me think of how the demo scene pretty much dried up.

    Have any of you seen a demo that supports hardware acceleration? Maybe something that uses openGL? That would be sweet, a modern demo. I mean, a normal video games graphics beat the heck out of any of the old demos now. But the way I see it, at this point it wouldn't be too tough to make hardware accelerated demos that rivaled or surpassed movie graphics. That is, if anybody bothered making them.

    If anybody's got links to show me I'm wrong and there are modern demos, PLEASE POST THEM NOW!!!

    --
    I'm a gnu world man.
    1. Re:What happened to the demo scene anyway? by RobertKozak · · Score: 3, Funny

      Have any of you seen a demo that supports hardware acceleration? Maybe something that uses openGL?

      Yeah, I think I saw something called Quake in a computer magazine or something.

      --
      Bet this .sig looks familiar.
    2. Re:What happened to the demo scene anyway? by kfg · · Score: 2, Funny

      What happened to the demo scene anyway?

      It was replaced by the release candidate act. I can't wait until the final release play.

      KFG

    3. Re:What happened to the demo scene anyway? by Anonymous Coward · · Score: 2, Informative

      Why not, er, follow the links in the story?

    4. Re:What happened to the demo scene anyway? by Anonymous Coward · · Score: 1, Informative

      Ehh. Almost all (PC-)demos have been hw-accelerated for years, using either directX or openGL. Just check http://www.pouet.net/ and download anything made in last 5 years.

    5. Re:What happened to the demo scene anyway? by Gongo · · Score: 2, Informative

      Ehm ... you seem to have missed out since before 1997 (where have you been the last 8 years? ;-))

      opengl, directx, even demos that have versions for linux and windows (since wired'98 'Hard Rox' by skall) ...

      try http://scene.org

      Gongo / Green ^ openUDs

    6. Re:What happened to the demo scene anyway? by Anonymous Coward · · Score: 2, Insightful

      You watched demos on a 486? Were you insane? Back in the 486 era, PC "demos" were absolutely pathetic compared to e.g. the Amiga scene!

      'Course, even today I have problems taking demos that access hardware through an API (DirectX, OGL) seriously... ;) Bang that metal!

    7. Re:What happened to the demo scene anyway? by Anonymous Coward · · Score: 1, Informative

      actually amiga still kicks PC ass sometimes... i recall Silkcut (amiga demo) by The Black Lotus at breakpoint this year, that still beated the shit out of every pc entry honestly! :)

    8. Re:What happened to the demo scene anyway? by Anonymous Coward · · Score: 0

      Did you ever see the 'please the cookie thing' 64kb demo from aardbei ?

    9. Re:What happened to the demo scene anyway? by Anonymous Coward · · Score: 0

      What's so awesome about silkcut? It's a few cute nonrelated scenes and a completely nonfitting scroller.

    10. Re:What happened to the demo scene anyway? by KingPrad · · Score: 1

      Here's an idea: do a search

      --
      Stop the Slashdot Effect! Don't read the articles!
    11. Re:What happened to the demo scene anyway? by Ch_Omega · · Score: 1

      "Back in the 486 era, PC "demos" were absolutely pathetic compared to e.g. the Amiga scene!"

      Well, I remember seeing quite a lot of Amigausers jaws dropping when seeing the demo "Second Reality II" for the first time on Assembly 94. :)

    12. Re:What happened to the demo scene anyway? by Anonymous Coward · · Score: 0

      I answered a bigotic and clueless troll with another. Why I'm the one that gets modded down?

      When the 80486 became the mainstream PC platform (so that you could expect the average viewer to have one. demoparties had way better machines) it was called 'the golden era' of PC scene. Hmmm.. Perhaps it's a sign that PC demos were overall so goddamn awful compared to the Amiga ones that even then they were worse?

      I don't think so. In fact I remember when somewhere in 1995-96 Amiga compos started to suck big time while PC scene made loads of tongue-in-cheeck and experimental prods as well as technical achievements and works of art.

    13. Re:What happened to the demo scene anyway? by WWWWolf · · Score: 1

      Well, I never paid much attention to the PC demoscene after the time hardware acceleration caught some wind under wings. However, I was definitely aware that the demo scene as such never died! I was, of course, following what kind of demos came out for Commodore 64, for example - mindblowing works even in the recent years =) I don't know much about the world at large, but at least in Scandinavia the demoscene is still alive and well.

      The first proper demo I saw that used hardware acceleration was actually the 3DMark 2000's demo mode - that was just about as mindblowing experience as Second Reality was back in the day. (As I understood, Futuremark folks were demo coders themselves, or something). Yeah, I know, it's a actually a hardware benchmark program. But aren't all demos ultimately hardware benchmarks? =)

      And nowadays, there's plenty of really impressive demos that use OpenGL or DirectX. I just watched through two demos today - Linux versions, and they were even open-source ones too! (Someone mentioned the link in other post. Right here.)

    14. Re:What happened to the demo scene anyway? by Psyrg · · Score: 1

      Have a look at:

      http://www.calodox.org/demoo/

      This guy has collected some of the most interesting demos I have seen as of late. You can order the mby date to view some of the newer productions. Also look at the following to get into the craze that is called demo scene.

      http://www.pouet.net/
      http://www.scene.org/

      PS, anyone care to tell me how to make them proper links? I tried a little HTML and it failed.

  18. notice the email.. by sinner0423 · · Score: 3, Funny

    radman from ACiD posting, demo's being released, all we need now is some boxing tutorials, door games, and a hex edited renegade chock full of ansi art.

    one day i'll get my THEDRAW skills up to par, i swear it. 708/312 repruhzent.

    1. Re:notice the email.. by kryptkpr · · Score: 1

      a hex edited renegade

      That brings back WAY too many memories.. although I eventually switched to Telegard because of it's built-in scripting language.

      --
      DJ kRYPT's Free MP3s!
    2. Re:notice the email.. by Anonymous Coward · · Score: 1, Funny

      d00d! ACiD is teh ma1n j4n3 slic3r!!!

  19. 3d engine, texture+music, and even a speech synth! by PommeFritz · · Score: 5, Informative

    I was stunned when I downloaded Farb-rausch's "Candytron" 64K demo.

    It contains a 3d engine, procedural texture creation, realtime music synthesizer AND also a speech synthesizer! The music in some of their demos is actually accompanied by a (robotic) singer! You can even make out the words...

    Farb-rausch rule, IMHO :-)

  20. for more info on demos and the demoscene: by spiny · · Score: 5, Informative
    a few links:

    orange juice (news site): http://www.ojuice.net">


    pouet (demo archive with discussion): http://www.pouet.net


    scene.org (pretty much all demos since 1993 ...) : http://www.scene.org



    those three have plenty of links to other sites too. nearly all platforms still have strong demo scenes active, from the Oric (no really!) through to the Atari Falcon (and ST/e)


    you don't have to be a programmer to take part either, if you can pixel or weild a graphics tablet, knock up a catch chip choon or an entire mp3 album you'll fit right in.

    --

    Fry: heh, Yakov Smirnoff said it
    Leela: No he didn't.
  21. Re:Nostalgia by spiny · · Score: 2, Interesting

    some of us still are :)

    --

    Fry: heh, Yakov Smirnoff said it
    Leela: No he didn't.
  22. Natural progression for demos by mav[LAG] · · Score: 2, Insightful

    On the MindCandy DVD, a collection of the best PC demos, the commentary mentions that when demos went hardware accelerated, the trend moved more towards style and combination of effects than clever coding. On a 486-50 a demo's code really had to be top-notch and use all sorts of clever tricks to achieve the seemingly impossible - plus the coders would write everything - including the music playback and graphics routines. On a 2Ghz PIV with a GeForce and with the ability to tap into either the OpenGL or DirectX API for graphics (and a third-party music player), it becomes all about style and combination (and procedural effects if size dictates).

    Farbrausch's tool is just another step in this evolution. Kudos to them - it just means more good 64ks :)

    --
    --- Hot Shot City is particularly good.
    1. Re:Natural progression for demos by Anonymous Coward · · Score: 0

      [...]the commentary mentions that when demos went hardware accelerated, the trend moved more towards style and combination of effects than clever coding.

      Then I suggest the commentator was on crack, because the real trend was to just put up one boring 3D-scene after another.

  23. As lame as it can get by Anonymous Coward · · Score: 0, Interesting

    Real demo coding was done in pure assembly on retro machines like the Atari ST, Amiga and the 8 bitters. It consisted of extremely skillfull coders that did the impossible on those machines. (overscan anyone? what about sync scrolling?)

    For more info, check:
    http://en.wikipedia.org/wiki/Demo_scene

    PC demo coding has always been subject to the limitation of the unlimited limitations of the PC format. It's just not real, it doesn't feel right and has never felt right.

    Any real demo scener knows that.

    Period.

    1. Re:As lame as it can get by Thomas+Miconi · · Score: 1

      Graphism on the PC is not about finding ad hoc tricks to make antiquated hardware do simple stuff. It is about finding new methods for the generation of images and animations that often bring a real scientific content (in rendering, physics simulation, or even evolutionary computing !)

      Hell, ever read the proceedings of any SIGGRAPH conference ?

      Thomas Miconi

    2. Re:As lame as it can get by Anonymous Coward · · Score: 0

      Wrong. You just haven't ever seen the impossible thing done on PC. This is probably because that would have required actually following the damn scene.

    3. Re:As lame as it can get by Anonymous Coward · · Score: 0

      the same could be said of games in general too. Look at the beauty of Prince Of Persia and Lemmings. The plastication of games nowadays, with huge development teams and vast bloated codebases, has taken alot away from the magic there once was.

  24. 629k by beef3k · · Score: 2, Funny

    Hey, looks like they prefer writing their tools in pure assembly too :)

    1. Re:629k by kb · · Score: 2, Informative

      nope, apart from the softsynth and a few inner loops of the texture generator it's all C++.. without exception/RTTI bloat tho and only a few templates when it was really the best solution ;)

      The trick is not to include tons of megabytes of external libs when you can eg. load a JPG file with two WinAPI calls instead of using libjpg. The only libraries used are for deconding the sound files, and that's libvorbis, mimifmod and my softsynth/midiplayer, the latter two optimized for size like hell.

      kb^fr

    2. Re:629k by beef3k · · Score: 1

      I suspected as much really, just trying to be funny ;)

      Good to see some people still care about size and optimizations. Templates won't necessarily lead to code bloat if used correctly. As for calling RTTI/exceptions "bloat" - well, I don't necessarily agree with you ;) (sadly there are a lot more examples of incorrect than correct use though...).

      Anyways, good luck with your future projects! See you over at Nectarine sometime :)

  25. A case for 'anti-trust' action? by beh · · Score: 0, Troll

    Yes - you're right - I'm not serious about bringing the government anti-trust watchdogs in on this, but the move to release such a tool certainly is a smart way in staying *AT* the front.

    If you're in the lead and make others use your tools to build their demos with, then you're at the advantage in you being able to always use a 'newer' more feature rich tool that will only be released AFTER you release you next latest and greatest demo...

    If there was serious money in demos, M$ would probably follow THAT particular road as well. So it looks like Farb-Rausch has learnt from "the masters" in the field of keeping the competition at bay... ;-)

    1. Re:A case for 'anti-trust' action? by root-kun · · Score: 1

      The scene has never been about money, the scene is about art. The art of coding, gfx, music, etc. The real passion that drives sceners like FR and others is the love of the art that is the scene. I'm glad slashdot has been giving the scene some coverage this last year or so, but I dont think the scene is something most of the slashdot troll generation is ready for yet ;p

      root/RisingSun

  26. Heaven 7: another amazing 64KB demo by psoriac · · Score: 1, Troll

    In 2002 a group named exceed released a true 64KB demo (ok, it's 65536 bytes, close enough) called "Heaven 7" that was absolutely amazing for its time. You can check out their website here.

    --
    I browse Slashdot at +3, Funny
    1. Re:Heaven 7: another amazing 64KB demo by rexguo · · Score: 1

      Yes...because it was real-time raytracing 3D scenes on a Pentium II. Even the members of Far-brausch mentions and respects this intro very much, so it is a must-watch.

      --
      www.rexguo.com - Technologist + Designer
    2. Re:Heaven 7: another amazing 64KB demo by Nermal6693 · · Score: 1

      65536 ÷ 1024 = 64

      What was the "close enough" for?

    3. Re:Heaven 7: another amazing 64KB demo by Anonymous Coward · · Score: 0

      65536 Byte = 64 kB, so yeah, close enough...

      And amazing 64 kB demos were released in droves in 1985.
      Damn Win/Lin n00bs. ;)

      Have I Been Trolled?

    4. Re:Heaven 7: another amazing 64KB demo by psoriac · · Score: 1

      Sorry, I've been coding all day... got 65535 stuck in my brain. :)

      --
      I browse Slashdot at +3, Funny
    5. Re:Heaven 7: another amazing 64KB demo by slusk · · Score: 0

      Actually, it was released in 2000, which makes it even more impressive. It's a true demoscene classic in my opinion, it was one of the demos which got me interested in the scene back in the days. A beautiful production.

    6. Re:Heaven 7: another amazing 64KB demo by Anonymous Coward · · Score: 0

      1985? n00bs? See if you can name one from that year. (no peeking at pouet while it's slashdotted)

    7. Re:Heaven 7: another amazing 64KB demo by gnu-generation-one · · Score: 3, Informative

      "In 2002 a group named exceed released a true 64KB demo (ok, it's 65536 bytes, close enough)"

      That is 64KB -- octets 0 to 65535 inclusive

    8. Re:Heaven 7: another amazing 64KB demo by Alsee · · Score: 1

      Come on, REAL programmers always start counting at zero.
      You must run into the dreaded off-by-one error in your loops a lot, chuckle.

      -

      --
      - - You can't take something off the Internet! That's like trying to take pee out of a swimming pool.
  27. How about ... by Anonymous Coward · · Score: 0

    ... this: VDOWall.

    It's quite the same idea, but not as sophisticated ... yet.

  28. LAME tool for LAMERS! by ORg2000 · · Score: 2, Interesting

    Anyone recall TRSI DEMO MAKER for Amiga or the numerous "demo/doc-makers" for C64? This is again the same type of tool for lamers who want to be "DemoCoders" by just clicking a few buttons.

    I've lost the count of all "Demos" I swapped in the old days thay just turned out to be another variant of the Pre-sets in TRSI DemoMaker. Even worse, I found an old VHS-copy of a movie where *I* had made an intro before the film, with a self drawn logo, crappy scrollertext and everything, all done on C64 with a crappy Demo-maker. (But Admit, I was way ahead of time with using Intros in copied movies :-) )

  29. 64kb demo 8 meg dload ? by blackest_k · · Score: 2, Interesting

    64kb demo in an 8 meg download thats impressive

    The old 8 bit systems like the spectrum really showed what could be done in 64k I tried disassembling one once first thing it did was copy code to the old specky print buffer delete this loader code move everything down a bit and then proceeded to unfold itself up the memory incredible. pretty good to watch too as the primitive hardware started doing things which just seemed impossible.
    It was demo's like that which got me hooked. Wish I could remember who did it all i can remember is they were Polish and the demo had full screen width lines in 100's of colours ( the specky was 8 colours + bright) and had a logo that had a kind of glassy effect in the middle of the screen.
    I dont think I have seen anything since that has impressed or inspired me so much.

    1. Re:64kb demo 8 meg dload ? by shingebis · · Score: 1
      all i can remember is they were Polish and the demo had full screen width lines in 100's of colours ( the specky was 8 colours + bright) and had a logo that had a kind of glassy effect in the middle of the screen.
      That'll be Shock by ESI. Incredibly impressive at the time, but positively prehistoric compared to what's going on on the Spectrum these days... Gouraud shaded planets, Doom in multicolour anyone?
    2. Re:64kb demo 8 meg dload ? by blackest_k · · Score: 1

      yes your right it was shock, just downloaded it and played it on speculator. at 5% cpu load on this pc still incredible I wonder what uncle clive would have made of it all

  30. MOD PARENT UP! by rexguo · · Score: 0, Offtopic

    Who's the idiot that modded my post Offtopic? I'm bringing up similiarities between a flagship commercial product of Apple and this free tool, and talking about its cool technology, how is that Offtopic?

    --
    www.rexguo.com - Technologist + Designer
    1. Re:MOD PARENT UP! by Anonymous Coward · · Score: 0

      I don't know. You're right, it wasn't even close to off-topic. Of course, your post about it NOT being off-topic was in fact off-topic, so THAT will get moderated down, appropriately, as will this message. :-) Fun, huh?

    2. Re:MOD PARENT UP! by Anonymous Coward · · Score: 0

      Should get sorted out in metamod :)

      I watch for things like this.

  31. Re:As lame as you can get by kb · · Score: 3, Insightful

    ROTFL.

    I used to think that too... technology keeps rushing by, and you slowly lose your contact. Some people then give up and start whining how much the past was better, and other people don't. And catch up.

    Just for the record, the sound system used in the Farbrausch 64k demos is done in 95% hand-optimized assembler, is only 4.5K in size in its newest incarnation and needs less than 10% CPU on a recent PC for synthesizing a complete song in realtime.

    And honestly, that FELT right when I did it.

    kb^fr

  32. Slashdot-resistant~! by MukiMuki · · Score: 2, Funny

    I like how someone finally came up with a way to make demos that look fantastic and are actually Slashdot resistant~!

    (you'll note I did not say Slashdot proof. Nothing is /. proof. Even a blank page gets PINGED. )

    That aside, I felt sad the day I ran the dynamic lighting/shadows 96k demo. Destroyed the GeForce 5200's in the lab...

    1. Re:Slashdot-resistant~! by kb · · Score: 2, Insightful

      > Destroyed the GeForce 5200's in the lab...

      That's actually the best thing that can happen to a GeForceFX 5200. If you buy your next card, try to go for something that's NOT slower than a 4 years old GeForce2 :)

    2. Re:Slashdot-resistant~! by Anonymous Coward · · Score: 0

      wrong.... a thttpd ran server is slashdot proof. it will start throttling and dropping requests as it's load goes up.

      There was an example of this posted to slashdot about 4 years ago.. a 486 running thttpd and serving a cgi + graphics stood up nicely on a tiny T1 to a slashdotting... yes people were getting timeouts, but many people were still getting through.

  33. Not really... by kb · · Score: 5, Insightful

    The scene itself isn't really interested in making stuff with the .werkkzeug, most comments we got so far were more like "Thanks for releasing, I'll have a look at it, let's see what I can learn from it for doing my own stuff".

    There have always been the '1337 selfmade and the l4me demomaker demos, so I don't think we endanger the scene at all. But perhaps some "outsiders" fiddle around with the tool and get interested, that'd be a cool goal ;)

    kb^fr

    1. Re:Not really... by Anonymous Coward · · Score: 0

      thanks for releasing it, i'm really looking forward in trying & playing with it :)

      btw. did you ever (or do you plan to) release the logic-synth you created for 'the product'? i liked the sound alot, reminded me a bit of a mix between my virus a and a nordlead. i'd love to be able to use it in some of my tracks (www.sarbatka.com)
      greetings,

  34. I am not a number! by 790396 · · Score: 0, Offtopic

    Interesting ad, should I subscribe?

  35. Role of demos has changed over the years. by master_p · · Score: 4, Insightful

    When there was no 3d hardware available and operating systems were open (for examples: Dos, Atari TOS, Amiga WB), demos had a reason to exist: they stressed the available hardware, doing things no one knew they could be done. Demos usually wrote to the bare metal, bypassing any operating system libraries (if they were any).

    For example, no one knew that Amiga could do 60-FPS sprite scaling, until demos did it (and the chance of having a good conversion of Outrun was totally missed).

    But what is the reason for a demo today ? a demo is limited by the O/S architecture (no direct hardware access) and by what the local graphics/multimedia API offers. Demos are no longer a demonstration of the programming abilities of their creators; at their best, demos show off the abilities of the video card they run under (of the lack of abilities).

    Demos are an indication that we have reached an age that technology in no longer important, and creativity is more important.

    1. Re:Role of demos has changed over the years. by Anonymous Coward · · Score: 0

      You are a fucking IDIOT. EOD.

    2. Re:Role of demos has changed over the years. by Anonymous Coward · · Score: 0

      Yes, certainly it takes less programming skill to say, write a realtime raytracer or a softsynth, than to fiddle around with the blitter and copper on Amiga.

      Get over your nostalgia trip dude.

      - thorsten

    3. Re:Role of demos has changed over the years. by Anonymous Coward · · Score: 0

      Some nitpicking..

      Workbench was not the OS on Amiga: Amiga has AmigaOS for which WB was just a GUI. Much like X11 is for Linux.

      I think most of today's problems are more on the direction of making things dynamic: physics, cloth simulation, breakable objects.. These are mostly game-related problems and not really demonstrable in demos as they can be pre-created to suit the need, like pre-determining the distortion on a mesh and saving those states or some such.

    4. Re:Role of demos has changed over the years. by Skuld-Chan · · Score: 1

      This is something that actually goes back father than this. When the Amiga 1200 came out in 93 many demo authors said the same thing. After all the A1200 has 2 MEGS of chip ram (where the standard machine of the scene - the A500 only had 512K) and was as much as 8 times quicker than the 8 MHz A500. Thing is the A1200 was 14MHz and really pales in comparision to today's machines.

      The 1200 meant the same thing it does today - with better hardware programmers, music and graphics people can focus far more on design than was ever possible.

      Also I dispute the sprite scaling thing - a lot of that stuff was actually documented by Commodore. Along with playing fields, and copper bars even. A lot of this documentation is what made the Amiga such an awsome gaming machine from day one (late 1985).

    5. Re:Role of demos has changed over the years. by Anonymous Coward · · Score: 0

      If you want to parse words, Intuition was the real OS.

    6. Re:Role of demos has changed over the years. by Anonymous Coward · · Score: 0

      Word up.
      Damn fools..

      - superplek

  36. just wait by whatnumami · · Score: 0, Offtopic

    till i make the offtopicmoderator troll uid!

  37. Re:What do you get when you subcribe? by whatnumami · · Score: 0, Offtopic

    own up moderator, which one of you felt to do negative moderation?

  38. wow by caitsith01 · · Score: 1

    that's really cool- no polygons, just raytracing

    the style reminds me of Bullfrog for some reason

    --
    Read Pynchon.
  39. Re:As lame as you can get by Sesse · · Score: 1

    Honestly, that sounds like a maintainability nightmare, but as the sound it spits out continues to improve, I can only assume it's still being worked on :-)

    /* Steinar */

    --
    (This comment is of course GPLed.)
  40. It's still damn impressive by Sycraft-fu · · Score: 5, Insightful

    I mean I just picked up Unreal Tournament 2004 a couple weeks ago. Total, it weighs in at SIX CDs. Looking on my drive, the textures alone are nearly 3GB uncompressed. And against that stands 64k demos, which really have pretty cool 3d when you get down to it.

    Now I'm not oging to go on about bloat or any of that shit,I know full and well why UT is huge when the FR stuff isn't. However the FR demos are still cool in their own right. It isn't easy making shit that small. Their mathematical texture generation adn tiny sound engine are programming works of art.

    That they have 3d hardware to make it possible doesn't diminish their acomplishments. Programming isn't just about making a bare CPU do cool things, it's about pushing a whole system, complete with advanced subprocessors to the maximum.

    Now they are doing only once kind of maxing, diskspace. One might note that there are other areas that suffer, memory usage in particular, but it is still an impressive feat. They are showing what can be done by focusing on the on disk optimisation.

    Also the artistic aspect is not to be discounted. It isn't easy to design pleasing visuals and synch them to music. FR is on par with FC when it comes to demos that appeal to the senses. Far too many demos from the FC era were just slideshows of algorithm implementation. The FR demons, by and large, are quite artistic. An accomplishment even given no space constraints, more so given their small size.

  41. Benchmarking Results on The Populour Demo by Anonymous Coward · · Score: 0

    Benchmark Result
    --------------------
    7719 pop.stones
    at 1024 x 768

    Thats from the populour demo, what did you guys get? Just wondering since my GFX card is kinda old.
    -Agret

    1. Re:Benchmarking Results on The Populour Demo by bairy · · Score: 1
      23000 on a GeForce 5700 Ultra (overclocked) on a athlon 2.3ghz with no antialiasing. I have got a fair few windows apps running though

      Try running the demo in the lowest resolution with level 3 antialiasing on, and watch from a bit of a distance. It's really cool.

      --


      Get paid to search..It's geniune and
  42. News for Nerds. by Anonymous Coward · · Score: 0

    Stuff that matters.

  43. YOU DIE NOW! by Anonymous Coward · · Score: 0

    COME ON Two words. COME, that's one word, followed by a totally seperate word ON. Two words. You see that? That's how you write the phrase "Come on".

    1. Re:YOU DIE NOW! by Anonymous Coward · · Score: 0

      Common! Gimme a break! Wannabe grammar nazi.

    2. Re:YOU DIE NOW! by Anonymous Coward · · Score: 0

      SepArate. That's an ESS EEE PEE followed by an AY, not another EEE. You see that? That's how you write the word "separate."

    3. Re:YOU DIE NOW! by Anonymous Coward · · Score: 0

      Oh no, not..a spelling error! At least I knew what the word actually was and managed to use it in context, unlike the Hooked On Phonics guy with his run on "Dur, I spells it likes I says it George!" words.

      Is that as bad as making up or misusing words because you don't know any better? No.

      P.S: If you're going to try and use phonetic pronunciation, at least try and do it right.

    4. Re:YOU DIE NOW! by Anonymous Coward · · Score: 0

      Just accept the fact that you fail it, and move on.

  44. OpenGL? by miketang16 · · Score: 1

    It looks really nice, but I wonder if they could port this to OpenGL? This project seems like an ideal candidate for open sourcing... =)

    --
    -------
    "In times of universal deceit, telling the truth becomes a revolutionary act."
    -- George Orwell
    1. Re:OpenGL? by kb · · Score: 2, Informative

      Of course we could, but there are SO many more important things for us to do ;)

      Honestly, OSS also exists under Windows, and since MS are giving out their compiler suite for free (as in beer) everyone can get the project and even work at it. So you want an OpenGL version? It's up to you then. Apart from the pixel shader stuff that should be quite easy to do actually.

      kb^farbrausch

    2. Re:OpenGL? by miketang16 · · Score: 1

      I haven't looked too deeply into this, but is the source for your demos available? Because I would enjoy attempting a port...

      --
      -------
      "In times of universal deceit, telling the truth becomes a revolutionary act."
      -- George Orwell
    3. Re:OpenGL? by Krunch · · Score: 2, Informative
      MS are giving out their compiler suite for free (as in beer)
      Why use free as in beer when there is free as in freedom ?
      So you want an OpenGL version? It's up to you then.
      What about releasing the source ? That would help a lot. It would also be easier to port if you were using SDL and OpenGL instead of DirectX.

      Releasing the tool is nice but if you want people to get involved, releasing the tool's source is better.
      --
      No GNU has been Hurd during the making of this comment.
    4. Re:OpenGL? by NeuroBoy · · Score: 1

      Will you be releasing the source for Werkkzeug at some point? I would love to see some of the techniques you've used beyond the notes you've made on your personal web site.

  45. RIP? by Anonymous Coward · · Score: 0

    Dude, the scene has been 'dying' for the past 10 years at least - yet somehow we still manage to put out quite a number of productions every year. Odd, that. ;)

    Regards,
    thorsten / purple & soopadoopa - still quite alive.

  46. Re:Nostalgia by Anonymous Coward · · Score: 0

    Amiga demos were always better. Atari demo coders only used Atari because they couldn't wrap their head around the Amiga chipset.

  47. Re:As lame as you can get by Sycraft-fu · · Score: 2, Insightful

    Just how it goes. Whenever some new technology comes out, curmudgeons will bitch about how much it sucks and how it was better in the past. Same for things like demos. People love to carry on about how much the new demo scene blow and/or isn't "real" because it uses modern technology/hardware acceleration.

    I think it more or less comes down to jealousy. The current FR demos are just impressive, any way you cut it. You can go on and on about the sacrafices they made to make it happen, it is still a huge feat. People like the grandparent poster will never be satisfied, since basically they are pissed that someone else is better than them.

    It's not something unique to computers, however. Whenever something new comes out, there is always a bunch of people to declare how it sucks. Whenever someone else pushes the limit of that new thing, the same group declares how that isn't anything and how hard it used to be.

    You see it all the time on Slashdot. Any time there is a story about new hardware, there are a good bunch of people that carry on about how it's not necessary and how THEY are perfectly happy on their 486s and so on. What it really comes down to is they are jealous that a new toy has come out that they can't or won't afford. They may not admit this ot themselves, but that is usually the root of it.

    Fortunately, the demoscene endures, despite critics. It has changed from it's beginnings, but for the better I think. No longer is it so much a slideshow of who can implement the coolest algorithm, it's more an artform of who can produce the coolest audio/visual presentation.

    Of course groups likes FR show that there still IS room for pushing the technical limits. Best of all, they usually manage to do it AND be artistic at the same time.

  48. Re:As lame as you can get by niom · · Score: 1

    Just for the record, the sound system used in the Farbrausch 64k demos is done in 95% hand-optimized assembler, is only 4.5K in size in its newest incarnation and needs less than 10% CPU on a recent PC for synthesizing a complete song in realtime.

    How do you compose your songs? MIDI?

    I haven't found yet a song composing tool that gives me the same feeling that Scream Tracker and Impulse Tracker did. I know about Modplug Tracker, but it seems kind of kludgy.

    --
    -- Repeat with me: "There is no right to profits".
  49. farbrausch means ... by Hank+Chinaski · · Score: 1

    ... color trip, i.e. trip as in drug trip. werkzeug means tool. where "werk" ist "work" or "craft" and "zeug" is "stuff" or "equipment".

    --
    IAAL
  50. Hey KB by Phil+John · · Score: 1

    Love the demos, the music is always the thing that blows me away on the FB ones.

    Is there a VSTi version of your softsynth? and if so, where can I get my grubby mitts on a copy ;o)

    --
    I am NaN
  51. Old demos on new systems by RichardX · · Score: 2, Interesting

    here's another way to see those old demos without having to jump through all the compatibility hoops...

    If you have winamp 5 and a reasonable broadband connection, pop open the media library window, go to the internet TV section, and look for any of the Demoscene channels, or Yodel TV - basically, for anyone who's not seen Winamp TV yet, it's pretty much shoutcast-for-video.. and the demoscene channels, well, as you might guess, stream video of demos. Good stuff.

    --
    Curiosity was framed. Ignorance killed the cat.
    1. Re:Old demos on new systems by mav[LAG] · · Score: 2, Informative

      Old DOS demos also work well in Dosbox. Even the Gravis only ones I've tried work fine with the emulated Ultrasound driver.

      --
      --- Hot Shot City is particularly good.
  52. Re:Nostalgia by spiny · · Score: 1

    ah, the old flamewars. -sigh- i miss those :)

    --

    Fry: heh, Yakov Smirnoff said it
    Leela: No he didn't.
  53. OS X Demo Scene? by Jackdaw+Rookery · · Score: 1

    All the Demos seem to be Windows based, using DX9 and so on. (OK so a couple of 'NIX demo links are floating on the thread to, but ...)

    Is anyone doing OS X demos of the same kind? Otherwise I'm not going to see any demos but get to read people saying how good they are. You teases.

    1. Re:OS X Demo Scene? by kb · · Score: 3, Informative

      Our (Farbrausch) demos are all Windows+DirectX, but there are a few other ones for the Mac. Just have a look at

      http://mac.scene.org/

      .. and you'll find some demos. MacOS isn't too well liked in the demoscene yet, tho this seems to change - we had a Mac Demo competition at this year's Breakpoint party with a stunning three entries (which is three more than at all other parties I've ever been to) :)

      kb^fr

    2. Re:OS X Demo Scene? by Anonymous Coward · · Score: 0

      Cheers for the reply, http://mac.scene.org/ looks good, just what i was after.

      JD

    3. Re:OS X Demo Scene? by DrStrangeLoop · · Score: 1

      we had a Mac Demo competition at this year's Breakpoint party with a stunning three entries

      you failed to mention that the demo which got 1st place was multiplatform and the demo which got 3rd was my unsuccessful attempt at hacking something together at the party ^_^

      but still, i think osx will gain acceptance even in the scene. after all, it is a nice platform without some of the disadvantages of the pc. plus, all the demo dudes where drooling over the cinema display at bp04. ;)

      cheers,
      strangeloop/feedface

  54. Move on by Anonymous Coward · · Score: 1, Insightful

    Things change. I wrote my first effect in '87, my last demo in '96, and I can see the value in the evolution that the scene has gone through. Hardware exploits, technological tricks and techniques, are a thing of the past; clever coding and artistic talent are still king.

    Jare / Iguana

  55. Pushing the limits by don.g · · Score: 1

    I still remember being amazed by Second Reality running on my 386 (which, due to having most of it's memory on the 8Mhz ISA bus, ran DOOM at less than 5fps).

    Of course, if you're looking for sheer amazement, try Smash Designs' Second Reality 64, a recreation of Second Reality for the Commodore 64. Complete with fake PC bootup sequence.

    --
    Pretend that something especially witty is here. Thanks.
  56. One thought by pragma_x · · Score: 2, Insightful

    To answer all the "real demos are coded on bare metal using raw assembly." and "r33l 3l33+ d3m0z @r3 13$$ Th4n 64k!!!111" flames: Demo music tracks were being composed in external editors since the Amiga. Anyone who was into the 'scene in the early 90's will remember Scream Tracker, since it allowed you to not only edit music for your own demos, but you could listen to other favorites too. There were even some kits floating around the BBS's that allowed you to 'plug in' S3M playback into your own work.

    This is really just "Scream Tracker for Graphics" (or "Shockwave for Demos" for the n00bs). Makes sense to me since most 3d engines use virtually the same pipeline; this just pushes the creativity away from the bits that are the same from demo to demo.

    1. Re:One thought by Sesse · · Score: 1

      I'm a bit unsure what you mean by "most 3D engines use virtually the same pipeline" -- I've seen lots of different ways to do object/effect management, at least, and I keep on seeing new ways to wring weird stuff out of the existing OpenGL/Direct3D APIs. It sounds to me as though you're meaning "there's only 14 different effects anyhow, so let's just standardize this", which definitely isn't true ;-) (OK, if you watch some demos, you might come to believe it in the end, though... :-P)

      /* Steinar */

      --
      (This comment is of course GPLed.)
    2. Re:One thought by pragma_x · · Score: 1

      Well, what I meant by "virtually the same" is that the 3d engine probably isn't going to change as much from demo-to-demo as when desktop 3d graphics were an emerging technology (see: back-in-the-day). ;) You're still going to want to pull new ideas and effects out of the paradigm though, as that's kind of the point with demos. But those elaborations, from my perspective, are largely becoming more and more like filters on an already cannonical process.

  57. My 1 K demo by Wolfier · · Score: 0
    int main(int a, char **b) {
    for (;;) {
    setmode();
    x = rand_horizontal();
    y = rand_vertical();
    c = rand_color();
    plot(x, y, c);
    }
    }
    Enjoy!!!
    1. Re:My 1 K demo by Anonymous Coward · · Score: 0

      What a stink demo

      You're going to keep setting the screen mode~

    2. Re:My 1 K demo by Anonymous Coward · · Score: 0

      Oops. It's meant to be funny.

  58. Re:As lame as you can get by kb · · Score: 1

    Yep, it's MIDI. The synth itself accepts a raw MIDI data stream, and so I wrapped it into a VSTi plugin for using it with whatever sequencing software I wanted to, which is Logic (this great but discontinued program, f**kingz to Apple ;). To play back the file inside the demo, I use a heavily encoded midi file format which is optimized for maximum compression ratio and is including the required sound banks.

    If you want to know more, have a look at the articles section of my home page, where I've written a bit about the inner workings.

    kb^fr

  59. Re:As lame as you can get by niom · · Score: 1

    If you want to know more, have a look at the articles section of my home page, where I've written a bit about the inner workings.

    Interesting stuff. I don't quite agree with your criticisms of modules, but you're far more knowledgeable than me, so I won't insist ;-).

    --
    -- Repeat with me: "There is no right to profits".
  60. Two Headed Squirrel by antdude · · Score: 1

    Funny title, but this is a good PC demo review site.

    --
    Ant(Dude) @ Quality Foraged Links (AQFL.net) & The Ant Farm (antfarm.ma.cx / antfarm.home.dhs.org).
  61. Ask Slashdot: Other Demos Worth Downloading? by Anonymous Coward · · Score: 0

    I haven't really watched any demos since, well, Future Crew's prolific demo oh so many years ago. Can anyone give me a rundown of the demos that are worth watching since then (not excluding The Popular Demo)?

  62. Correction by Ch_Omega · · Score: 1

    Actually, it was Assembly 93 and the demo was "Second Reality". No "II". :)

  63. .werkkzeug1 wasn't written by Farb-Rausch by Tetravus · · Score: 1

    I believe it was created by the guys at .theprodukkt. Heck, the front page link even goes to www.theprodukkt.com. How can the mods not notice this stuff?

    Yeah, theprodukkt have released things with the "fr" imprint, but notice that they only mention Farb-Rausch in the past tense on the current page, and that the linked Farb-Rausch page is just a collection of links, not really a page at all.

    1. Re:.werkkzeug1 wasn't written by Farb-Rausch by Anonymous Coward · · Score: 0

      ermm actually Farbrausch and .theprodukkt are the same people. .theprodukkt is just the safer way for them to release such impacting software as that 96kb game.

      paralax^sd

    2. Re:.werkkzeug1 wasn't written by Farb-Rausch by Anonymous Coward · · Score: 0

      Please shut up. Dont talk non-sense. You need some classes on how to surf over the internet before posting on any forum. theprodukkt == fr unless there were to groups with the same member... have you ever learned how to read?

    3. Re:.werkkzeug1 wasn't written by Farb-Rausch by RichardX · · Score: 2, Informative

      Farb-Rausch is the name of the group that wrote The Product. They've taken "theprodukkt" as their domain name, etc, because that has been their best known and most successful demo.

      --
      Curiosity was framed. Ignorance killed the cat.
  64. Obvious.. by Anonymous Coward · · Score: 0

    Wasn't this the reason for Macromedia Flash? It was all these functions and easy to make stuff from the Demoscene of the '80s. Sounds like another case of "wow, it's new so it must be cool" syndrome. This thing will become another COTS product.

  65. And where do OSX users get demos by iamacat · · Score: 1

    OpenGL, Display postcript and a CPU with vector processor. Should make for a nice, compact eye candy.

    1. Re:And where do OSX users get demos by Anonymous Coward · · Score: 0

      http://mac.scene.org/
      http://www.macscene.org/
      O r http://www.pouet.net/ and choose Mac OS/Mac OS X as the platform in the prods page. There are some OS X demos incorrectly in the Mac OS category.

  66. Try going to a party! by Anonymous Coward · · Score: 0

    What all these people saying how the demoscene is dead and not like "the good old days" don't appreciate is how KICK ASS scene parties are. Breakpoint 2003 and 2004 were absolute mayhem and total (drunken) geek euphoria surrounded by thousands of computers... Although, I must admit, the on-stage drunken cross-nationality gay blowjob did push the boundaries of even my levels taste :-)

  67. Re:Ask Slashdot: Other Demos Worth Downloading? by Weyland+Yutani · · Score: 1

    Sunflower - Energia
    Satori - Incyber
    Haujobb - Elements
    Black Maiden - Interceptor
    Kewlers - Variform
    Kewlers - Significant Deformation of the Cranium

    these and more can be found on http://www.monostep.org

  68. INSIGHTFUL. MOD PARENT UP!!! by Anonymous Coward · · Score: 0

    see subject.

  69. Old demo coders become new virus coders? by Nonesuch · · Score: 1
    I tried disassembling one once first thing it did was copy code to the old specky print buffer delete this loader code move everything down a bit and then proceeded to unfold itself up the memory incredible. pretty good to watch too as the primitive hardware started doing things which just seemed impossible.

    I wonder how many of the demo and other assembly programmers from the old 65xx scene ended up in the virus authoring scene of the 90s? It's pretty clear from the badly-coded worms that few real programmers are participating in that realm.

    I know I learned assembly, patching interrupt vectors, and self-modifying code from writing game intros and "trainers" for C= BBSes.

    Pretty much everybody in the C64 assembly programming scene used the "copy your bootstrap into the tape/disk buffer, then shift the rest of your data to fit", as well as the well-documented technique of running your main loop out of "page 0" to take advantage of the faster execution time.

  70. I did by Analogue+Kid · · Score: 1

    I did google it, and I came up with a lot of irrelevant stuff. Maybe you should google it before you flame people. Even after modifying the search terms, I still found a lot of demos written years ago. In fact a good deal of the demos I saw were written for dead systems (c64, amiga, etc...). That's why I posted, and while a few assholes fired back sarcastic responses, I got some useful links too.

    Sometimes asking actual people is the best way.

    --
    I'm a gnu world man.
  71. U R Lamer! by Anonymous Coward · · Score: 0

    If U use a demo tool, U R A LAMER!

  72. Re:Ask Slashdot: Other Demos Worth Downloading? by Anonymous Coward · · Score: 0

    Maybe you could take a look at http://awards.scene.org/ too

  73. wow by phi6180339 · · Score: 1

    i'm really impressed to see jare and kb posting here!!! first i must say that i was super excited to see this tool and i spent about 50 hours in it immediately after it was available. lamer or not, i used to code a little bit of 16bit asm back in the day, tp7, etc. i'm too busy to spend 10^25 hours learning how to create a 4k audio synthesis engine. it's unnecessary. i fully intend to use this software to make cool stuff, and i won't be submitting it to a demo compo. in any event, werkkzeug is so buggy and undocumented that i doubt anyone (myself included) could produce anything on par with FR's intros, partly because kb's special midi CC/sysex functions are not released (xm's won't cut it for 64k here). the spline editor is very difficult to use, procedural texture maps are difficult to make if you are really trying to simulate a complex design or something that is life-like. blah blah blah.. anyway, it's an amazing piece of software. if it had basic mouse interaction built in this would have absolutely ENORMOUS commercial viability. i think sometimes you crazy euro-asm-nuts are too wrapped up in your own world to see how valuable this technology could be to people. (take a look at what komplex is up to now.) Sonic/ACiD aka in_tense/chill/rr

  74. The Scene didn't die by Dion · · Score: 1

    Just try Scene Event or Assembly, there are still Demo Sceners around.

    --
    -- To dream a dream is grand, but to live it is divine. -- Leto ][