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Video: https://www.youtube.com/watch?v=jB0vBmiTr6o https://www.youtube.com/watch?v=jB0vBmiTr6o
by moralestapia 4y ago
Video: https://www.youtube.com/watch?v=jB0vBmiTr6o https://www.youtube.com/watch?v=jB0vBmiTr6o
- Vladimof 4y ago4k intro available only in 1080p
- robin_reala 4y ago4k as in a limit of 4096 bytes of data for the whole demo. It’s a standard demoscene category: https://www.pouet.net/prodlist.php?type%5B%5D=4k&page=1 https://www.pouet.net/prodlist.php?type%5B%5D=4k&page=1
- justaj 4y agoI'm curious, was the music included in that 4kb demo?
- brodo 4y agoThis demo marks the beginning of the SDF era in the demo scene. If you watch most demos from 2009 they still use solid geometry. elevated showed the superiority of just using fragment shaders for everything. By 2009 the GPUs where fast enough to do SDF and people had come up with the idea of ray marching.
- ogurechny 4y agoWell, not really, even its readme file mentions previous work. Look no further than iq's previous demos, for example. Also, anyone who is interested knows when the phrase “zero polys and shaders” was sung. However, “Elevated” had great visuals, great music, captivated people, and at the same time was a 4 kilobyte demo. It became a milestone instantly, as told by cheering on live video. And it became natural for 4K demos to implement everything in a shader to eliminate the rest of the code and be competitive on the new level of visual performance.
- bob1029 4y agoUsing SDFs and other pure maths to build these kinds of demos makes me wonder why we don't just build a whole game this way. Why not go one step further and just skip the geometry pipeline altogether? Most of the stuff I see on shadertoy has absolutely nothing to do with triangles.
- puddingcat 4y agoClaybook[0] uses SDF throughout. I don't think any of the game is conventional poly-based geometry. Having built with both SDF and conventional geometry, it's much easier to find excellent 3D modellers than it is to find people who can build with SDF though. [0] https://ubm-twvideo01.s3.amazonaws.com/o1/vault/gdc2018/presentations/Aaltonen_Sebastian_GPU_Based_Clay.pdf https://ubm-twvideo01.s3.amazonaws.com/o1/vault/gdc2018/pres...
- bob1029 4y ago> it's much easier to find excellent 3D modellers than it is to find people who can build with SDF though. Maybe we simply need to develop a more intuitive domain-specific language for artists to work at this level of abstraction? The benefits of working this way are incredible to me... Just in that one presentation you find quotes like: > Runtime performance not dependent on brush count > O(1) particle<->SDF collision detection > Perfect LOD