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September 15, 2015at3:50 pm demoscene, English, mobile, UNO, web, WebGL, 9 Comments
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deferred_particles

I’ve had this idea for a quite time now (few years I guess), but haven’t released it because it felt so stupid. Yes, just good old fashioned stupid, simple, idea. But it has some extremely good benefits that cannot be ignored.

If you check out my programming experiments from the past 10 years you’ll see a lot of particles. For some reason I keep on coming back to them. Always looking for ways to get more of them to the screen. But also trying to find new ways to render them, not just how they move, but also what sort of pixels I can draw to/with them.

Today I would like to introduce a new way of rendering particles.

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What do you think of this? (9)

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March 19, 2015at4:32 pm android, demoscene, ios, mobile, UNO, WebGL, 4 Comments
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d159
Real
time
Video
capture
(11:21:54) Bent: hey
(11:22:33) Simo: hey
(11:22:40) Bent: so, you know nvscene right?
(11:22:44) Simo: yep
(11:23:00) Bent: how would you feel about making an android demo for it?
(11:23:16) Simo: yes :)
(11:23:25) Simo: I want to make a demo
(11:23:26) Bent: it’s over one and a half month away
(11:23:29) Bent: i know you have a lot to do
(11:23:30) Simo: wanted for a long time now
(11:23:34) Bent: but i’m thinking “it’s time” :)
(11:24:08) Simo: I’ve been secretly working on mobile friendly deferred rendering :)
(11:24:22) Bent: you don’t have to work with me of course (for music), that’s not a requirement at all, but it would be fun
(11:24:34) Simo: would be great

My latest demo was Sparkle a Moment (flash) and it was made in 2011. So definitely it was about time to create something for the demoscene again. I moved from Flash to UNO some years ago so it was obvious selection of technology. Here are some links:

Android APK
NVidia Shield Tablet capture video
WebGL Capture Video
WebGL Build
DotNet EXE

As you can see at the end of “capture video” it also runs perfectly on iOS, but I’m too busy to upload it to store. Anyway it’s quite nice to get all sort of native code as a side product when writing UNO. :)

I’ll try to write a technical blog post about the demo later. There was quite a few technical tricks (like SSAO, VSM and Deferred Lighting etc) I needed to get my head around to get them run smooth and nice on Android and would be happy to share them with you (if there’s anyone reading my blog these days anyway…) .

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What do you think of this? (4)

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September 30, 2013at4:13 pm demoscene, English, Experimentals, UNO, WebGL, 2 Comments
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ReflectionParticle
Real
time

Here you have particles shaded with CubeMap as well as LightMap. Individually moving and forming shapes. Something I haven’t tried yet so it had to be done. Famous demos from Fairlight like, Ceasefire (all falls down..) by Carillon & Cyberiad & Fairlight, I believe, use somewhat similar technique.

The goal wasn’t to be able add as many particles to the screen as possible, however I build a stack of versions with different particle count:

109220
218440
327660
436880
546100
And of course the over million version, 1092200 ;)

WebGL export via UNO in Realtime Studio

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What do you think of this? (2)

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apexvj
APEXvj 2.0 was a huge challenge for me in so many ways. Most of it is something I’ve learned during last six months or so. From technical point of view I feel like I have found new horizons to explore. And design wise… oh well same shiz as always :)

In this post I’m covering several topics. So if you find some of them boring just keep on scrolling down.

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What do you think of this? (6)

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October 6, 2011at12:59 pm AS3.0, demoscene, evoTinyEngine, flash, 9 Comments
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SparkleaMoment
Real
time
Video
capture

You can watch it now or read this thing first. This post contains spoilers but it might help you to understand demo better.

There are several ways to view this demo:

1. The blazing performance and highest quality way (recommended):
a) Download the standalone player here. (NOT THE DEBUGGER)
b) Download the swf + mp3 here and open it with that player.

2. Play in browser. Great quality but not as good in performance.
a) By visiting this link

3. Watch the video.
a) HD Video at YouTube

Making of ‘Sparkle a Moment’ by Away3D Development Team and Evoflash

It was 18th of August when Rob Bateman, the head man of Away3D framework (the worlds most advanced open source flash 3D engine), sent me an email and asked for a demo for Robbie’s and Richie‘s session at Adobe MAX 2011. We did this sort of collaboration with Away3D guys last year. Although it was a insane job I was stoked to burn my self out a bit again for sake of art and passion for this sport.

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What do you think of this? (9)

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October 31, 2010at11:17 am AS3.0, demoscene, English, flash, 11 Comments
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View in HD at YouTube

If you haven’t seen the demo I suggest that you watch it first and then continue reading this post since it contains spoilers.

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After 4-5 months of twiddle it payed off and we won again at Assembly. You can checkout the outcome in realtime by clicking the picture or view it in HD at Youtube. Here’s also the link to the info file and link to pouet of course.

As I mentioned earlier I invited David Lenaerts to help with the demo. All those fancy Away3dLite stuff with shadows and reflections came by his hands. Awesome!

I also compiled the whole shit through Joa Ebert’s Apparat. It did speed up it a bit.

I also had a presentation at Assembly. I talked about my flash art and introduced the evoTinyEngine, evoCunningParticleEngine and evoSync-tool. I haven’t found the recording of the speech yet but here are some of the links I had there.

evoCunningParticleEngine at googlecode
evoTinyEngine at googlecode
download the evoSync air app

You can also download the presentation in pdf format.

Then the bad news. I had an accident last Friday. I fall down from the fence and my wedding ring got stuck at the top of the fence.
The ring peel off all the skin, muscles and stuff out of my finger. The main tragedy about it was that it also ruined my fingers blood vessels and the finger had to be amputated. So I won’t be coding new experiments for a while now I guess. I also need to learn how to type fast with 9 fingers. I will recover eventually, but it’ll take some time and hard work.

I’ll post more info about the particle engine later when it won’t hurt so much to type.

p.s. We also did this little demo with Jalava to show that 4k intro can be done with Flash. It’s not too fancy but it proofs the concept :)

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What do you think of this? (12)

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June 23, 2010at12:55 pm AS3.0, demoscene, English, flash, 2 Comments
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Evoflash has released products at Assembly every year since 2006. Our score has been “great success” so to speak. 1st 06, 1st 07, 1st 08, 3rd and 2nd 09. This gives us a pleasant ground to move on. We don’t have to “win” anymore. We can experiment a lot and give more space for design.

We gave us a huge goal this year to produce three demos and I can say for sure that there will be at least one! It has always been a bit shame that flash demos are lacking competition. I started a crusade this year when Peter Nitsch asked me to help him with the blockparty invitation intro. I introduced him the evoTinyEngine and everything went really smoothly. It’s easy to work with such a talented person.

This experiment gave me certainty that this is the right way to introduce demo making to new people. The scene of flash experimentalists is huge and I have always find it odd that these guys won’t release demos. I’ve had a conversations with skilled people who would like to do a demos but are hesitating for some reason. Maybe it’s the respect they give to PC demo coders and the whole scene. Maybe they feel that they would ruin it?

The demoscene does not equal to PC-demoscene. As Wikipedia so nicely put’s it:

The demoscene is a computer art subculture that specializes in producing demos, which are non-interactive audio-visual presentations that run in real-time on a computer. The main goal of a demo is to show off programming, artistic, and musical skills.

The platform can and should be what ever. The point is to show what you can do with your skills on that platform. It can be Amiga, modern PC, Android mobile, your mothers washing machine or Flash player inside browser.

For this years Assembly Real wild demo I invited David Lenaerts to help me with the demo. I’m hoping that this way he’ll get an easy push inside the rabbit hole of demoscene. I’ve also been drinking around Europe (=ones in Amsterdam…) and challenging people to do a demo. (=I asked Ralph Hauwert ones…)

It’s a big job to create a 4 minutes demo. It takes a lot of code, designing and time. The evoTinyEngine is build to help. I’ve also created a new tool: evoSync. Which is a synchronisation tool made with Adobe Air. If everything goes well I’ll give a speech at Assembly and show how to use these tools. I’ll also share as opensource the latest versions of evoTinyEngine, evoSync and evoCunningParticleEngine after that weekend.

There is still plenty of time to create a demo. So why not?

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What do you think of this? (2)

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February 23, 2010at8:27 pm demoscene, English, evoTinyEngine, flash, 3 Comments
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Coding demos is all about having fun. It’s a hobby and therefor it should be as pleasant as possible.

Demo is a combination of frameworks, effects, graphics and sound. Handling all of that data isn’t an easy task. It can turn into a very neglectful pile of code and in worst scenario list of foolish performance costly if-statements.

When coding a demo the main focus is always on effects. That’s what you wanna do. When the right moment comes you want to get straight to the business. This often leads to situation where you just create a class, setup assets and run things on your EnterFrame event. You’ll end up with pile of classes that have a lot of similarities and it’s a pain in to ass to construct a demo from them. You’ll end up coding everything twice or you just realize that it’s not worth it and play the “no demo this year”-card.

My opensource demo engine evoTinyEngine is designed to serve two goals:
Maximum performance and effect creation efficiency.

It has three elements: Assets, Engine and Modifiers.

Idea is that you create Modifiers that use stuff from Assets to draw into a shared bitmapdata. The engine manages the Modifiers by initializing, calling their render method, providing essential data like time and dispose Modifiers when they are no longer needed. All this happens in a periods of 16th note beats.

This way you separate sequencing from effect creation. You just create effects(=Modifiers) and when the time comes for building them all together it’s easy and another fun phase of demo creation. You can run multiple Modifiers at the same time and they can have four roles:

1. preprocessing // first render
2. effect // second render
3. postprocessing // third
4. overlay // last

I rarely use the preprocessing. It’s there for to give possibility to stack two main effects together in desired order. Effect is an effect and postprocessing comes after that. Those can be radial blurs, blooms or some distortion effects, what ever. Overlay is for overlay graphics or texts that you don’t want to be affected by postprocessing.

Read this pdf to get more detailed information.

Here’s the hello world code:

assets = new Assets(720, 405);

engine = new TinyEngine(assets);

engine.addModifier(new ModifierPixels(assets), 0, 64);
engine.addModifier(new ModifierMandel(assets), 64, 256);
engine.addModifier(new ModifierBloom(assets), 256, 512);
       
addChild(engine);
               
engine.play();

It has been used in Severity of Grey and Blockparty 2010 invtro. Happy coding.

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What do you think of this? (3)

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August 13, 2009at9:26 pm AS3.0, demoscene, evo3d, flash, source, 4 Comments
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All the following stuff is under this completely open license.

These sources consist four different parts:
EvoTinyEngine
Evo3d
EvoTween
SoG Demo

None of these are documented so I have created this little pdf to clarify the concept of demoengine used in this demo.

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What do you think of this? (4)

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