4 ms·
I think, though, that this is why, back in the '90s, there was so much hand-wringing about recent developments (at the time) in computing leading to the spiritu
by mumblemumble 7y ago
I think, though, that this is why, back in the '90s, there was so much hand-wringing about recent developments (at the time) in computing leading to the spiritual death of the demoscene. All that hardware heterogeneity meant that democoders end up far removed from the machines they work on.
It's turned out to be at least somewhat true, insofar as oldschool demos still carry a lot of cachet despite the hardware not being anywhere near as capable. I don't know which one took more effort or skill to build, but, on a gut level, 8088MPH just feels cooler than kkrieger.
Maybe that's just me showing my age, though.
- badsectoracula 7y agoConsidering they had to write custom tools for pretty much everything, including a visual language and editor to design all art assets almost two decades before that became a thing in AAA games and create custom compression schemes down even -IIRC- custom floating point representation that would compress better, i'd say that .kkrieger was the one that took more effort and skill. (though a lot of that work was largely based on their initial work for .the .product). 8088MPH is certainly very cool, but a large reason is that nobody had bothered with the original IBM PC much before.