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Messages - jusa

#1
Projects / No Compromise (by Alumni)
January 11, 2013
Second demo release during last year, other one was Ajatus (http://www.dbfinteractive.com/forum/index.php?topic=5918.0)

This time my original-original idea of 1bit palette was implemented. And I joined friends group Alumni (http://www.a-l-u-m-n-i.net/).

This demo turned out to be real party-release.. Like my previous things, I was planning to implement everything before the party so that I could just relax and enjoy the party and friends. But again it really didn't turn out that way. Everything was quite well in track Friday evening when the party started, only some models missing, some fine tuning, music already started etc, but then I got some nasty stomach flu. Friday evening I tried to do the fixes and adding models at the party place with Terwiz, but it was too hard to think and eventually I did the (right) decision of going home sleeping instead of sauna. :) I had really high fever but slept nonetheless for the night and woke up at two a clock to finish the demo. The deadline was at six anyway. :) So I hurried to finish things, music is really just two or three patterns copy-pasted to get at least something, some models were wrong ones even though correct ones were ready, but at least we got the demo submitted before the deadline. Demo was fifth of ten, which was good considering. At least the most important thing was achieved: release something. Oh yeah, and the party was Stream Nine (2012).

SFML was again used for window and music.
Code, music and some models by me, most of the models and good fine tuning ideas by Terwiz.

There is Youtube recording of the demo, but it really doesn't look good at all since the demo is relying on 60fps framerate and Youtube converts all >30fps videos to 30fps.
So, for video watch the glc recording.
But, glc-record here: http://alumni.uugee.org/video/no_compromise.avi
And Linux binaries here: (only 64bit binary compiled) http://alumni.uugee.org/releases/no_compromise.tar.bz2
#2
Projects / Ajatus demo ("Thought")
January 11, 2013
Hello again DBF, long time since I last posted anything here.

Not too much time to do any demo-related stuff, but during the last two years I've managed to finish two demos (and some unfinished stuff waiting for inspiration and right time to release :) ). Nothing fancy this time either, but I just saw the UDG challenge and thought I really could try something like that. And while I'm at it, why not post the stuff I have done...

The idea of Ajatus (Finnish for "thought/idea") was to have really slow demo, with more atmospheric mood and music and most importantly, write the little text it would have in Finnish. At least I personally find it really difficult to write these demo-texts etc in (my mother tongue) Finnish, when using English it's somehow "cooler" or whatever :D
In the end very little text is there, but oh well. My original idea was also to have really limited colour palette, it was supposed to be just 1bit, but somehow it didn't go all the way, but I corrected that in my next demo (No Compromise) which I will post to separate project post. SFML was used only to open window and play music.

Ajatus was released at Alternative Party 2011 for Alternative demo compo, and it was third (out of ten or so).
Code and little graphics it had were made by me, music which was really important part of the whole by Kaba.

There is a recording of the demo in Youtube: http://www.youtube.com/watch?v=adORtEUcGJY
And Linux binaries here: http://jusa.uugee.org/ajatus.bin.tar.bz2
The binaries require SFML version 1.6 if I remember correctly, compiled in Ubuntu.
#3
Projects / Re: Qubism
March 20, 2011
Quote from: combatking0 on March 19, 2011
That's brilliant - how did you get it to display that many cubes in real-time?

Actually, like LittleWhite already said, the GPU stuff isn't really the biggest problem in the demo. All but the two static block images are quite ok (and even those could possibly be optimized a bit with display lists). Most load is on CPU with the looping for positions for all the cubes, and that's I think only place where I really had to think how to optimize bigger images, for example scroller, so that it iterates only visible block positions. Now it's quite fast with reasonable amount of visible blocks scrolling, I could have _really_ long scrollers etc. In the end it's still quite unsurprising crappy code.

Thanks for the kind words about the effects. :) I myself felt that the plasma is only _real_ effect in the demo, maybe that block-line stuff (with horrible coders colors :D) with earth as well. But it was fun how when I had enough building blocks I could do the invader part, pulsating block and the rest really quickly. Most of the time was spent just trying to get grips with the whole world of 3D. :)

SFML was used to open window, run main loop, load images and play music. In the end it felt quite limited for more lower level demo coding, but the main loop and portability are good. GNU/Linux all the way.. :)

I also have to give big credit to kaba for making the music, a demo would be nothing without sound. I harassed him for a week when he should've be doing his paper to make music for the demo, since I knew I wouldn't have time myself to do it. And eventually, 6 hours before deadline at 6 in the morning the music was ready. :) And mouldy I asked two days before the party if he had some useful drawings on his notebook (which I have seen him drawing), which he kindly scanned for me to use. I was surprised when he told me that he had previous demoscene experience from years back. :)
#4
Projects / Qubism
March 19, 2011
Quote from: Shockwave on March 19, 2011
That's wonderful for a firsty Jusa :)

I really love the idea of using cubes for all those effects, the plasma worked well, and zooming in oin the Earth like that was cool too!

Thank you. :)

Quote from: Shockwave on March 19, 2011
I would like to split this off intp its' own topic if that is ok with you?

Yep, that's ok.
#5
Projects / Qubism
March 19, 2011
Quote from: LittleWhite on March 12, 2011
Welcome :)

Can we see your prodution ?

Thank you :)

Yep, it uses SFML for music playback and to hide the platform specific Window creation/OpenGL stuff to get easy "portable" code. I implemented it with Ubuntu and was hoping to easily compile Windows binary later as well, but alas, not too familiar with Windows and the cryptic Visual Studio Express problems, I threw the blanket to corner and quit with Windows port.

But, there is quickly done video capture with glc (it might have the audio a bit out of sync, it's not really smooth, huge file for the "quality", etc.), and of course the Linux-binaries. Binaries should work with Ubuntu 10.04 and later with SFML libraries..

Stuff is here:
http://kraa.fi/qubism-final.tar.bz2
http://kraa.fi/qubism-final.avi
#6
Hello and greetings from Finland,

My initial motive to post is the aforementioned fake account plague. :) I actually joined last year when I started to learn/do some OpenGL stuff, while trying to find some more recent info from the net. I usually do mostly CLI/system daemon stuff with C++/C/Python and when looking to OpenGL coding went with those languages in reverse order, in the end settling with C++.  My learning/implementing method was mostly "to climb into a tree ass first", but it was fruitful in a sense that it resulted in a production. :) After that I dropped everything for a while, but recently I've again been starting to think of something new to do.. So, hopefully later on I'll be a bit more active, at least I'll be following interesting threads, when inspiration strikes me.