The amount of work that goes into the tools these guys make is incredible. Quite happy to see ryg, kb and team release all this stuff. There should be a ton of things worthy of checking out in all this source code.
I don't think he published the code, because it was written for Renderman shaders at ILM, though.
His blog is a must read if you're mathematically inclined.
Nowa days this graphics is not really that impressive but back in 2000 that was jaw-breaking OMG
You can use any native compiled language without problems (say, Pascal). You can also use any other language as long as its runtime is small enough.
Most important though, much more so than whether you know C++, is knowing graphics programming. In fact, I've been calling myself a democoder for 10 years now, and I still suck at graphics programming, which is why my demos suck. Focus on the graphics, not the language. A fondness for math is much more important than a fondness for compilers.
I'd recommend making a demo in your favourite programming language. Don't care about size, care about looks. Once you've learned to make it good, you can consider learning, say, C(++) to make it small enough for the 64k or 4k categories.
Sidenote: most 4ks these days are entirely coded in a shader. This means you can mostly copy&paste the entire C part from somewhere, and start hacking GLSL or HLSL. Sure, you'd need to learn the shader language, but it's smaller and simpler than c++.
In the old days a 64KB demo was really that.
Now it is 64KB + several MB OS.
you'd rather have to learn practical 3d/2d math and try many things out.
Here is a small list of languages with known native compiler implementations, that you could eventually use:
- Pascal (Actually all implementation have some extended form)
- Component Pascal
Their wikipedia entry lists 28 (!) members.
Did these guys work with any well known software/game companies/products?
I can get together a group with 28 members in a single demoparty. We'll all be drunk idiots who forgot we signed up the day after, but we'd be 28 members.
Many of the Farbrausch guys work or have worked in the game industry. In fact, for a long time .theprodukkt (FR's somewhat more elitist and commercially feasible spinout) was planned to become a game company, but it never really did.
The same holds for most other good demomakers currently active. The entire Finnish demoscene makes mobile games, the Norwegians all work at ARM to make mobile graphics chips, and p01 works at Opera winning js1k competitions.
Meanwhile, the only somewhat active Spanish demoscener left codes Three.js at Google.
The Dutch are all unemployed.
The choice of platform had to take the majority into account: most people didn't want to write demos that ordinary people couldn't watch. The opinion of programmers was not the most important factor anyway, simple because most people in the demoscene were not programmers -- there were musicians, graphics artists and all sorts of non-productive members besides.
The demoscene was really born out of cracks/intros/loaders which means its origins are C64/Apple/Atari etc and assembly language.
It was also the first to support extended memory in MS-DOS.
I don't understand your comment. There were lots of PC demos in the late 80's.
Demoscene started on the 8bit world and as the PC world started focusing on MS-DOS, so did the coders.
As one of the goals of the demoscene was to see which groups were able to push the machine to the limits while minimizing the amount of code, the used algorithms were worth gold and thus kept secret.
So open source was a foreign word in the demoscene universe and everyone was happily coding the latest demo, instead of getting alternative OS to run on their PCs.
Demoscene is also nearly entirely Windows-only. It's a good platform for games, and thus for demos. Plus, culturally, demos are about as closed-source as you can get, so there's this natural repellent force between the hardcore Linux zealots and the hardcore demoscene geeks.
VC++ is much easier to work with than GCC on Windows (and I'm not talking only IDE but API support, debugging, binary size, etc)
Also, video driver support is best on Windows.
But of course, demos are made for Linux/OSX as well. You can try them on Wine as well under Linux, it's worth a shot.
Pardon, I meant the PC Demoscene. Don't want angry C64 demosceners here.
Remember that a youtube capture of a demo will be bigger, and not as good quality, as the actual demo.
And especially not in Germany. Saying you're proud of Germans when you're a German in Germany is considered scary.
> Yes, this source code is a total mess. Good luck getting it to compile - I had to take out lots of things to make a source release possible.
Well that sounds promising for a release. Good for seeing the idea behind the code though and then write your own tools I guess.