It's great to see remnants of the demoscene pop up like this from time to time. I'm sure there are many of us relative old-timers here that got their first taste of graphics programming thanks to those demoscene BBS tuts from back in the day (Denthor of Asphyxia anyone?).
Just the other day I was reminiscing with a fellow programmer on freenode about mode13th shenanigans and the all-nighters that ensued.
This HN post put a smile on my face. Cheers from South Africa!
mov ax, 13h
I really want to let my kids (7 / 11) have a simple programming environment where they can get stuff done quickly. They have struggled a little with Python so far (it always comes down to needing complex libraries to do what they want e.g. write simple games.) Anyone have suggestions for an alternative language to let them be fairly self-starting?
What stuck for my older kid (12 now but started with it at 11 or earlier) was Roblox (with it's Studio), he was already playing the game a lot and making levels was fun and to get them beyond the basics one needs to script and even if 3d maths really were above his head (I've explained 2d/3d vectors and angles) the connection to something "real" has really helped him push through most obstacles. He writes horrible code by copying kinda bad tutorials on Youtube but getting things done is fun enough that he just keeps going and lately helping him debug issues I've noticed that he's started to develop the intuition about reasoning about states and the effects code has on it in an async picture.
TL;DR Find the areas your kid might have passion in and if there's a way to mod/play with it with code the sheer fun will help them push through the drudge.
Alternatively if your kids are a bit further along then why not try re-create your childhood experience?
In my case I'd spin up a virtual box with DOS 6 installed and a copy of QBasic, because hacking away at the GORILLA.BAS source code to try make my bananas more explosive was how it all started for me at a very young age.
Point being - QBasic was pretty easy to pick up with little external support.
Hope that helps!
That being said, what has your experience with Python been like? What else have you tried?
Back in my day I could look at the very simple game I wrote in a a few hundred lines of Basic and see a path from there to commercial games that came in a box. Today my daughter looks at the simple thing we did in Scratch, then looks at Fornite, and sees no connection between the two.
Not only can they learn to program, but their friends will be able to interact with what they've programmed, which should be much more motivating.
It's alive and kicking!
ps. did you know that Denthor is also South African? I wonder where the .za scene went after the nineties
My bad! I am ashamedly completely out of touch.
> ps. did you know that Denthor is also South African?
Yeah, his tuts were introduced to me by a friend of a friend of his. Or something like that. Durban lad if I'm not mistaken. Never met him though.
> I wonder where the .za scene went after the nineties
Your guess is most definitely better than mine! ^_^
That’s not how copyright works.
IANAL, this is a US-based understanding and other countries have different rules, clarification welcome, other usual disclaimers, etc.
I believe this is also why all the free vector fonts (that look almost if not exactly identical to famous, $$$ ones) can exist with no legal trouble --- if someone renders to bitmap a paid font and then traces it, the resulting vector font is then considered a work of that person instead. In other words, the copyright is on the exact point positions, and not the final shape; so any series of points that reproduces that shape will do.
Disclaiming the rights is a matter of clarification for those who might consume the works in the repo. The archiver is making it explicit that they cannot publish the works under $YOUR_FAVORITE_LICENSE because the works aren't theirs to license.
Disclaiming the rights doesn't grant any license nor does it protect the archiver from infringement claims. I don't think there was any suggestion that was the case.
Looking at the file names, I noticed Skidrow, Razor 1911 and TRSI, there are certainly many others. These are names you might recognize ;)
* Collecting these for historical and inspirational purposes feels OK, but slapping some credits on there should be top priority.
* If someone uses them without permission from the original author, they will automatically become lamers forever, suffer public shaming in scrolltexts and live thenceforth as social outcasts.
You mean like this person, who without permission from the original authors posted them on github?
I think the lack of credits here is disconcerting but on the scene, there's a constant unsolicited spreading, uploading and sharing of material - especially nowadays, for historical reasons.
I've had pics ripped and used in other people's productions without credit. It's a bit flattering but mostly it's just annoying; I would have said yes right away if asked. On the other hand, I have my pics and (recordings of) demos uploaded to various sites all the time which is OK as long as I'm credited.
I've slapped a copyright claim on one of my demos on Youtube once, but only because the guy who ripped it did such a crappy job it was completely unwatchable.
Edit: What I'm trying to say is that the scene in general has its own take on copyright and fair use. For example, check out http://scrolltexts.com/
That said: programs which render text (this includes typical font formats like ttf which can have all kinds of kerning and hinting information so the fonts look good at multiple resolutions) can be copyrighted - they're not just typefaces, after all - so you're right that Adobe would take issue with just copying their font files.
> Is the particular implementation of a font eligible for copyright but the "design" isn't if I copy it and make my own font that looks the same?
That's roughly my understanding, yes, although I'm not a lawyer. It's also worth noting that trademark can incorporate typefaces/fonts - so if you're making yet another sugary beverage, you might not want to pick the same distinctive typeface as Coca-Cola for your main logo.
We bootlick/grandstand over the weirdest things on this forum. Demosceners caring about another hacker publishing or using their font? Oh bother.
I suspect that might be the case here, and I personally would rather these cultural artifacts be archived in good faith than the literal letter of copyright law is adhered to, likely to the detriment of everybody.
Most demoscene artifacts worth archiving are of course the demos itself, and most of them are published at parties. And pretty much every party of any relevance, including many small ones, pushed their releases on ftp.scene.org.
Furthermore there's the "got papers?" project that archives stuff like flyers around demoscene (and related scenes) events:
While scene.org has been a solid destination for the past 20 years for more "modern" platforms there has also been hard work in trying to preserve the C64 scene information that in many parts predated scene.org , this can be found on http://csdb.dk
And the C-64 charset logo generator: https://codepo8.github.io/logo-o-matic/
To turn this into a font for a sprite sheet would take some sort of mapping for each..
Autosegmentation seems maybe practical.
Are the glyphs in any order? I just poked around and it doesn't seem so. Indexing them according to character code would be a fair amount of work by hand. Maybe a handwriting Neural Net? Hmm.. I have an old one somewhere
Still, it's a good point that there's some ordering. Maybe it's not so bad setting up an index by hand for each group.
Current implementation might look very basic(vertex shader is just a mask for Shadertoy-stolen pixel shaders) but I have work in progress for font-specific vertex shaders that will allow for manipulating font shape curves.
Most likely hand drawn by the individual pixel. Even "computable" effects like antialiasing or dithering are mostly done by hand.