The last two years have been very bussy, and I didn't have the time to make any intro. Yet I developed some techniques that work well
enough to be used in 64k intros, so better share them just in case :) This presentation at breakpoint explained some of these techniques,
and also older techniques used in the past. It also contains a bit of the making-off our two best known intros.
It covers
general demo hardcoding
procedural textures
procedural modeling
procedural animation
ambient occlusion computation
mesh compression
mesh collashing
cloth simulation
mesh skinning and bone animation
catmul clarck subdivision
Hopefully someone gets motivated and jumps from the demo to 64k category, the one I most love by far.
Grab the presentation here.
You can also get some accompaning videos:
cloth simulation 1. Simple spring mass simulation.
cloth simulation 2. Plus one sphere collission detection.
cloth simulation 3. Plus four spheres and some cosinus driven translations applyed on them.
cloth simulation 4. Simple mesh as cloth seed, plus few thousands spheres generated from the skeleton for realtime collision.
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