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Thread: Elerium(intro)

  1. #11

    Elerium(intro)

    Hehe thanks for the good feedback guys

  2. #12

    Elerium(intro)

    Real nice Paulius. Would really like to hear more about how you went about making it. I've always had an interest in the demo-scene but never got into it.
    Isometric game development blog http://isoenginedev.blogspot.com/

  3. #13

    Elerium(intro)

    Well, it started with a texture generator, inspired by the aardbei texture generator, and funnily enough filters that took longest to write weren?¢_Tt even used for the final version, in the end I had no place to fit in most of the originally planned textures. But still it was useful to figure some filters out and things like the twirl filter were later adopted for polygrid effect in the last scene. The glyphs at the beginning are actually just the font bitmap with bits read in the wrong order; this was one of the coolest accidents I had while programming ever . The longest point of no progress was with making geometry, I still can?¢_Tt seem to find a way to make it properly extrudable and combinable, etc. in an efficient way. In the end all I put in was wobbling planes, a deformed tunnel and a more interesting torus or whatever knot things, which were made by generating ring points and extruding them along the shape. The crash zoom is something like Chaos described in his Assembly 2003 seminar, but the glow effect is much worse than his as I can?¢_Tt find a way to blur textures without pixelshaders in OpenGL. I hoped to make a softsynth for it, bus as I have no access to any musical software to plug it into and making notes in code is not pretty I went along with a midi, oh well, at least I have an excuse that it doesn?¢_Tt occupy 64KB .

  4. #14

    Elerium(intro)

    Quote Originally Posted by Paulius
    Oh sorry, I meant everything graphics related; the music is a midi resource.
    Hehe, maybe I should've read the readme file.
    It's still very cool.
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