Hi everybody.
The general yada yada and background: Me and my mate already have experience in 3D/2D graphics programming and been making games for roughly two years now with languages like C, C++ and C# using API's like Allegro, OpenGL, DirectX, XNA and shading in TRM (cheap adaption from Pixar's Renderman, made by our tutor). Before we were making games we both got roughly three two years of general programming under our belt. I'd say it's four to five years programming experience in total for both of us.
..uhm.. Why the h£ll would YOU care?we've had a burning interest to jump into the demo scene for some time now and start building our own compos but the problem is that we just simply don't know where to start. There doesn't seem to be that much information available on "how to build a compo".
We don't feel like inventing the wheel AGAIN (

), since we've done that numerous times already when programming games. Any help concerning the general structure of demo, what it should contain (like what components programming wise) etc. As far as We've understood, the compos are pretty much hard coded from start to the end, for the sole purpose of the demo. So I'm guessing we should stop thinking of trying to build as reusable code as possible and just start chunking stuff together..?
We do have a rough idea what we want to see on the screen. But.. eh.. How? It's so hard to even describe what's the problem, I guess the biggest problem for us is the fact that the task of building a proper components for the demo feels a bit strange and how things should advance. Some sort of "animation" keyframing, or? Should we think of it like a game but instead of reading input from the user we just .. make it do something without the user input?
Does this even make any sense?
Any tutorials, helping topics, helping posts or insight into making demos is appreciated... hell, ANYTHING is appreciated.

Thanks !
- SkyWhy