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Messages - shinmai

#1
Projects / Re: First win32 intro
August 21, 2014
Quote from: Kirl on August 21, 2014
Unfortunatly it hangs at the precalc screen (win64), which you mentioned is a bit hacky, so I'll await the restructured 4k version, good luck! :)
It's actually "hacky" in the sense that I just use the scroller function to display text, instead of a separate dedicated (and center aligned :P) function.
It might not actually hang, clinkster is quite CPU heavy and takes a good while to render the music (on my i7 it takes just under 15 seconds), so if you have a slower CPU you might need to be quite patient.

I should run the music generation in a separate thread and maybe run the starfield AND the precalc-text while it does it's thing so it's clear it hasn't just crashed :P
#2
Projects / First win32 intro
August 20, 2014
I have a horrible attention span, and always need something to work on when I lose my concentration on the thing I'm *ACTUALLY* working on, and the last few days I've been tinkering with this little intro, based on some three.js WebGL experiments of mine half-assedly converted to OpenGL & C++, built on some minimal OpenGL template I wrote way back in high school like 12-13 years ago, that I stumbled upon when going through some old backups.

It's got a sine scroller with Shockwave's excellent bitmap font realized as simple quads, fake rasterbars (quads), a starfield and a curved large letter "display" in the background (some more quads :P), it uses clinkster by Blueberry/Loonies for music (actually, because I was too lazy to download an older version of Renoise to get compatible song files for the converter clinkster uses, I used one of the example songs, Traskogen by Maytz) and is linked with crinkler.

It's currently 4646 bytes, but if I remove the hacky preload message that displays while clinkster is rendering the song, remove the window message handling (that I added because I kept accidentally alt-tabbing out of the intro and got tired of the "Program became unresponsive" dialogs :P) and enable some of the more aggressive crinkler settings (float trunkation, unsafe imports etc) I can get it quite close to 4K. I'm quite confident if I remove, organize and optimize some other stuff (especially the rasters going around the scrolltext, that's some quick and dirty code) I could get it there.
I'm thinking I'll try and do just that as an exercise (and to get things to do when I start procrastinating again).
#3
I'm Aapo from Finland, but because Finnish is a horrible mess for non-Finns to pronounce, I go by shinmai pretty much everywhere (plus, it basically means 'newbie' in Japanese, which is my outlook on life, there's always something to learn, someone is always lightyears ahead, forever a newbie :P).
I got my first computer, an Atari 520 STF, when I was three years old and ever since seeing the first few sine scrollers in floppy menus I've been enamored with all things demoscene. I've been programmin in one form or another my whole life, and after digging out an old Atari ST from the storage while cleaning, sparked my interest to try and hack together some silly intros and other stuff like that.
I've been lurking on these forums for ages and finally decided to register an account today.

I currently mostly code in Java (with OpenGL, I'm trying to develop games with a few friends) but for my 'demoscenish' experiments it's Devpac assembler and Turbo C (and, if I can find the diskette, maybe GFA Basic :D) on the Atari ST and Three.js+GLSL on the PC :)