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Amiga CD-Sensation: Demos Are Forever
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Amiga CD-Sensation - Ausgabe 1 - Demos Are Forever (1996)(GTI - Schatztruhe)(DE)[!].iso
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The Gathering '95
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Hydrocephalus 2
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HCII.NFO
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Text File
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1995-04-15
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6KB
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218 lines
================
HYDROCEPHALUS II
================
---------------
1. Introduction
---------------
This file gives information that was usually written in the actual demo
in the "good-old-days", including all other stupid text you might find
interesting. Rather than spoil your entertainment with boring
textwriters we, like many others, have chosen to put this text
into a single ASCII-file.
---------------
2. Requirements
---------------
HCII requires:
- ECS(not AGA!) graphic
- 68020 processor or better
- 1MB Chip memory
- 1MB Fast memory
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3. History
----------
Hydrocephalus(HC from now on) was released one week after the first
Gathering (it was finished under the demo competition) and just
vanished among all the other demos released at the party. We decided
to make a new demo. To make a long history short; the HCII project
started for two(!) years ago, and was not finished until now because we
are two lazy coders with a lot of other things to do than to
just code(sad but true (: )
---------------
4. Full credits
---------------
4.1 Coding
All coding done in 680x0 asm by Vip'n'Ray of Equinox.
4.2 Graphics
Most of the graphics was drawn by Sauron(Sigurd N. Kristiansen) at least
two years ago, and some of the graphics is even "fucked up" by us to
fit some technical requirements concerning some of the routines.
Sigurd don't even know that this demo-project has been finished, as he
now works for "you-know-who" software firm in Oslo. Thanks Sigurd!
All bubbles and the opening Equinox-logo was drawn by Supra of Equinox.
Sorry, we never took contact with you again, but we don't have your address!
4.3 Music
All music and sound-fx was made by Cyntex (Mads S. Jensen) of Equinox.
------------
5. Technical
------------
Almost all parts uses 16 colors chunky, and the speed would
probably increase dramatically if we just chunky converted those
parts of the buffer that the different objects covered. We didn't
because;
1) We were to lazy (:
2) We wrote all routines to handle full 320*256
pixels because we will use some of them in
a game
5.1 Texturemapping part
Ordinary affine texturemapping (boring primitive we know, but...).
We will probably do some real perspective ones later (have someone
out there got away with the f..ing two-divs-pr-pixel shit? Contact
us, so we can share some ideas)
5.2 Gouraud-shading part
An inconvex cylinder(16 subdivisions) shaded with gouraud-shading in
16 colors. We actually did code a phong-shading routine in C++ for HCII,
but since we only uses 16 colors we decided that it was not worth the
effort (we will implement it in 600x0-asm soon though).
5.3 Motion-blur part
A fake but rather nice looking motion-blur simulation.
5.4 Spline-shading part
Some cool precalculated spline object were the shading follows the
splines in a rather diffuse way (looks good we think).
5.5 Antialiased B-Spline part
The most advanced coded routine(but as always it doesn't show). The
3D primitives is calculated as rotation-objects with 16 subdivisions
pr. object. Each of the segments consist of Cubic Uniform Nonrational
B-Splines with 10 control-points. Between each control point the curve
has 8 knots (interpolated using a fast forward differencing algorithm ->
6 adds pr. 3D-point) which gives 10*8*16 = 1280 3D points. Each of these
3D points are rendered (after perspective transforming) with Wu's AALine
algorithm in 16 colors.
5.6 Bump-mapping part
We don't know if we're first out with real-time bumpmapping, but at least
not *many* have done it before us. After playing around with the idea
for some time we discovered a totally new way of doing bump-mapping!
"Our" new algorithm only needs;
- One table look-up
- One add
- A few compares
(The above is of course for each pixel)
Unfortunately the bump-effect was not that visible, but this is because
we only uses 16 (!) colors. Think of this done in 256(or more) colors...
* Descent/Doom with bump-mapping -> Fantastic!
------------
6. Greetings
------------
We send greetings to everybody we know, and specially to;
- All Eqx-members
- All those computer.graphics.algorithms contributors
- Marius Kintel
- Thomas Hagen (for inspiration)
6.1 Vip(Lasse S. Jensen)'s personal greetings
Foerst og fremst en kjempe varm hilsen til dama mi; Sissel for aa holde
ut med meg i de siste to ukene(temmelig hektisk eller hva, Sissel??)
Videre vil jeg takk mine foreldre for nok en gang *ikke* ha noe tro paa
mitt n-te prosjekt(hva skulle jeg vel gjort uten en slik motivasjon?)
En hilsen gaar ogsaa til Thore og Thommas som jeg skulle ha snakket med
for alt for lenge siden (les: 2 (!) aar siden) ; beklager, jeg sender
dere noe i nearmeste fremtid!
- Illusions gutta ; La oss code videre paa prosjektet vaart!
Ole: Jeg herja Bumpmappinga, he, he.
- Marius Kintel; hvordan gaar det med VR-prosjektet? Gaat tom
for minne? (:
- Sigurd; Kontakt meg!
- T&T/Interlink: Mat Henry med denne!
- Jan Erik Wold: Hvordan gaar det med C++ codinga? Vi snakkes...
- Geir Jensen: Hvordan er det med programmeringen? For daarlig
KONSULENT betaling? (snik..)
6.2 Ray(Roy Berg)'s personal greetings
Som dere sikkert har hoert, "koser" jeg meg i militaeret for
tiden, og derfor har kontakten med dere andre blitt heller
daarlig.
Vil sende noen hilsner til:
- Johan Steen: Beklager at jeg ikke har skrevet tilbake i det
siste..
- Stian Rolfsen: La oss feste sammen igjen! Hvordan gaar det
med studiene ;-)
- Robert Schmidt: Noen nye prosjekter paa gang? Zox3D var
pent laget!
- Thore Johnsen: Hvordan blir det med jobb? Fortsatt arbeids-
ledig?
- Thomas Mo: Noen planer om CD-utgivelse?
- Alle som gikk ut fra Trondheim Ingenioerhoegskole i '94;
Vi er kremen...
Og til alle andre hardtarbeidende programmerere der ute som
fortsetter aa holde liv i Amiga'n!
- DIMME! (3 maaneder igjen, militaert sucks!)
--------------------
7. How to contact us
--------------------
E-mail: lassesj@edb.tih.no
royb@colargol.edb.tih.no
Snail-mail: Lasse S. Jensen or Mads S. Jensen
Markaplassen 271
7053 Ranheim
Norway
Roy Berg
Postbox 4186
7002 Trondheim
Norway