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forum - #coders |
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| Hello aspiring demo coder here :) However I have quite some problems getting into 3D, so I was wondering if there is any hope for coding 2D demos in these 3D days...
It does not have to be demos on a state of the art hardware platform, actually I find it more fun to code for "limited resource" platforms like the Amiga (or the much faster GP32).
Are there any good resources for Amiga 1200 demo coding? I have found a few, but none of them really explain how the custom chips work, just uses them. I suppose I need some of the reference manuals.
If 3D is the way to go, I am wondering how to get started, I know my way around the OpenGL API, but my problem lies in actually visualizing the scene before running the program. This makes it very difficult to place the camera right ;)
Now just to hope Scene Event 2007 actually becomes a reality (I am Danish). I just love watching a good demo. | | |
| | Oh 2D is still alive and well :) | | |
| 2D, technically, surely is alive - especially on those platforms you mention, so go for it!
that said, your 'camera positioning' problem isn't very much related to wether the hardware has a 3D API - often when doing software rendering you want to make something look like it's 3D just as much.
to fix those problems, some people make full-fledged tools for a designer, or allow themselves to be limited by the restrictions of 3rd party tools (for instance, 3ds max).
a more simple option is, however, adding some simple control keys to your demo that allow you to pause and play the demo, move the camera around and record its position out to some script file, etc. that way you can find the right spot from right inside your demo without needing a genius' imagination. similar tricks can be applied for shitloads of other not-too-complex realtime demoparameters. doing heavy timesynchro isn't the easiest thing this way, but it's already a lot easier than recode, recompile, watch, recode, etc. and it's not very hard to code.
good luck! | | |
| | 2D is the new 4D. Seriously, There's no real difference between 2D and 3D in theory. The best 2D effects are those who mimic 3D, and 3D effects are in the end 2D polygons. Separating between 2D and 3D doesn't make much sense, just try to do something cool ;) | | |
| | Thanks for the replies all of you :) Now is the time for figuring out what I actually want to make. Nice both with the 2D advise and the advise as to how I should get into 3D programming. | | |
| | 2D effects are not dead, not by a long shot. Just because the majority of people seem to favour rotating the camera around some 3D models doesn't mean you should just scrap that and do some really nifty 2D effects instead. In my opinion, the best 3D scenes are those who are not camera-centric anyway, and they often include "2D effects" in one way or another. | | |
| Just wondering, where does one get "cool" effects? The best ones ofcourse are the ones you come up with yourself, since they then are new :) but for learning the basics of effect coding? Are there any good books / articles, ofcourse they will not be demo centric but rather focussed on games.
I have found the Hugi diskmag and it seems to be a good place to look. Am I right?
Coming up with an idea of how to use the effects in a scene is no problem, my head is full of ideas I just can't code them yet ;) | | |
| | The best way I can think of is simple: Just try to rip off all the cool effects you've seen. Figure out how they work, and improve on them. After a while things will start to come naturally. | | |
| also try hanging out with other people, not necessarily in the scene, like 'real-world' artists and such.
i've just recently come back from visiting a sculptor who designs cast bronze sculptures by manipulating maths.. he showed me some beautiful outcomes from equations that i've never scene done in the demoscene.
it's good not to be myopic, in other words. | | |
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