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The Equalizer BBS
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DEMOSCENE-STUFF
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TECHNON2.ZIP
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TECHNON.DOC
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1995-04-29
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139 lines
Hey all, Jason Hoerner (Grey Cat/ CORE) here.
Files that come in the zip file:
technon.exe --The main executable
technon.doc --This file
file_id.diz --Some bad ASCII crap
To enjoy this demo:
386 required, 486 recommended
VGA required, Local bus recommended
GUS or SB for music (no sound option also available)
550K convential, 2 megs of extended memory
The demo searches for the environment string of the
sound device specified, and if no environment string
is found, then you will be prompted for the port
and IRQ.
If you have problems running this demo with a GUS, try
running "ultrinit" before running the demo. If you
have problems otherwise try a clean boot. The demo has
worked on a wide variety of systems, ranging from a
386SX33 to a P5-90 and a 486DX4-80 MHz. The demo was
developed on a 486SX25 and 486DX33.
WARNING: This demo uses PMODE, which can have problems
with certain types of software:
1. QEMM, and maybe other EMS drivers
2. Smartdrv (careful, this might hose your disk!)
3. Other active real mode drivers
4. Windows (major interrupt and sound problems)
You run this demo at your own risk! We are not
responsible for any damage, loss of data, or anything
else caused by use or misuse of this demo. This demo
is FREEWARE and is NOT to be sold and may not be included
in any PD/Shareware pack.
Comments about the demo:
════════════════════════
This entire demo was created by only two people, both of which
are coders (this explains the poor quality of the music and the
complete lack of graphics art!). Technon was released at
NAID '95, and this is the competition version. We have decided
not to release another version (this one works pretty good).
The demo was coded in 100% assembly under PMODE. Many completed
routines did not make it into the demo due to lack of time (such
as glenz vectors, gouraud shading and texture mapping). All the
code is 100% original, except for a few helpful ideas for the
sound code were taken from the gusplay source by Robban of Cascada.
The vector engine in the demo is very generalized, and can do
flat shaded, glenz, texture, gouraud, z-plane intersection, and
geometric intersection, although for this demo, we focused
on making cool vector objects. The engine is a scanline algorithm
which can handle arbitary polygons (non-simple, non-convex,
arbitrary number of sides).
There is absolutely no pre-calculation in the vector sequences
which explains the slowness of some of the sequences (especially
the world routine which has over 2200 polygons, all of which are
individually tested for backface removal or z-plane intersection
for elimination of stuff behind the viewpoint). Note also that
most of the polygons are four sided (if our engine only did
triangles, there would be over 3500!).
The vector objects were created in a 3D vector editor known as
"Vecedit", coded by myself, the latest version of which will be
released in the middle of May 1995 or so. The new version has a
GUI-like interface and a cross-referenced complete online help
system. The editor can only support 1000 polygons due to real
mode limitations (I am planning a port to protected mode this
summer which will remove this barrier). The editor is FREEWARE,
so check it out! I will upload it to:
<x2ftp.oulu.fi>
<hornet.eng.ufl.edu> (and it's mirrors)
Comments about NAID:
════════════════════
We were very disappointed that our demo did not place at NAID.
Our demo was the only demo at NAID to have virtual reality
vector sequences (moving viewpoint stuff). Also, our demo was
the only demo to have complicated original vector objects.
We felt that one reason our demo did not place was that it was
too serious (the winning demos appealed to the average crowd
rather than to a coder or 3D designer). I don't think the judges
realize how difficult it is to design objects like we did,
compared to the creation of the fairly simple effects in many
of the other demos! I was amazed at how the crowd went nuts
over some really simple Z-buffer intersection of a couple small
textured cubes in the crowd voted first place demo at NAID, but
did not even applaud our bug sequence, which has around 800 shaded
and animated polygons which completely fill up the screen!
A second reason our demo did not place is the lack of variety in
the effects (we have a lot of vectors which probably drag on too
long). The crowd seemed to get bored after a while.
A third reason our demo did not place (this is the big reason)
is the lack of design. We had no graphics art to speak of,
poor music, and no common theme in our demo :(.
Contact Information:
════════════════════
If you think this demo is cool or if it sucks, send us your
comments! If you have more questions about my vector editor,
feel free to ask away!
Also, if you are a musician or graphic artist and would like
to join CORE, contact us! Someday CORE is going to be famous!
Jason P. Hoerner (Grey Cat/ CORE)
SNAIL: 256 Eagle Pt. West
Lake Ozark, MO 65049
USA
EMAIL: jhoerner@umr.edu
Paul Schlegel (Geronimo/ CORE)
SNAIL: 402 E. 1st
Rolla, MO 65401
USA
EMAIL: schlegel@umr.edu