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> The problem is not limited to this article. For example in the Windows demo-scene world, it's trivial to do 4k/64k demos by using all the DirectX libraries av
by mateuszf 11y ago
> The problem is not limited to this article. For example in the Windows demo-scene world, it's trivial to do 4k/64k demos by using all the DirectX libraries available in the OS. So that the size of the actual demo is completely relevant since you benefit from massive system libraries.
But all developers still have the same size limit and access to the same apis. Which means that creative competition is totally possible.
- ekianjo 11y agoYes. But what I mean is, people look at some demos and say "wow this only fits into 4k", and they completely forget that these demos rely on hundred of Mbs of system libraries in the first place. But sure, comparing between 4k demos is possible, but as DirectX evolves the comparison becomes unfair, since the system libraries add more functionalities over time.
- mateuszf 11y agoThat's true. I still remember the times where all you had was api to set individual pixels in 64Kb memory area. Yet people were able to make nice effects even using 256 bytes of assembly code.