. . . . . ° (
. ° . ° ) . ° . . ) ° . ° )
) . ( . . ° ° . . . . (
( . ( . ° . ) ° .
° ° ) . ( . . (
. ° .| ° . . .| ° ° )
( . . _____||___________ . _||_ /
). . .| ! ____|_ - _____) /_______ ) |____ _//_
____||__________/ \_ _(_____/ _/ / /___)___|___ \_ /_
) __________) - ) /____| )___________/ / ______(_|_____( __/_
_/ _______)_____| /_______\ )_____( /______\ \ /! / / /
)_ _( )_____( )______| / /__ ____/
``--------{ when dreams come true }-------------------|___( -//!ne7--
| /
!
glitterati
by fairlight
pc 4k at assembly 2006
code, design, music by smash
musical notes by reed
contact: smaash@yahoo.com (yes, that is the correct address)
uses crinkler.
requires ps2.0, and d3dx_24.dll (for some font-mesh generation and math functions).
needs a radeon 9700 or a geforce 6600 or better to run well.
note, the precalc time is quite long (for the music).
features realtime ambient occlusion.
greets to fuzzion, who did an ambient occlusion-based 4k 2 weeks before we released
this and totally stole our thunder. =) but hey, we do it realtime.
dear asm jury,
the executable you should run for the compo is flt_glitterati.exe.
the other one is supplied for running on other people's weird configs only.
lots of love,
fairlight.