3 ms·
I was part of the PC demoscene in that era (1997-2002) and it definitely was a super productive and exciting time. The transition to Windows wasn't necessarily
by royjacobs 3y ago
I was part of the PC demoscene in that era (1997-2002) and it definitely was a super productive and exciting time. The transition to Windows wasn't necessarily a big deal, but the impact of 3d acceleration definitely was.
In that period 3d accelerators were basically capable of running Quake and not much else. Traditional demo effects that relied on reading the backbuffer (even to just do some basic postprocessing) were either unavailable or had to have bespoke implementations per card. There were no shaders to speak of, and so on.
For me that really killed demoscene innovation for a while, and a lot of demos basically consisted of a bunch of alpha-blended layers for a while.
Nowadays, though, I'd say the scene is probably doing pretty well even though it's arguably even more niche than it used to be. Oh well.
- skrebbel 3y ago> and a lot of demos basically consisted of a bunch of alpha-blended layers for a while Ahh the legendary glBlendFunc(GL_ONE, GL_ONE) era. The most underrated of demoscene styles!
- 3seashells 3y agoTe white in white paint era
- effekt 3y agoSame here. I came in on the back end of having to write your own engine from scratch (not just 3D, but general graphics.) MOV AX, 13h; INT 10h will forever be burned into my memory. The transition was definitely odd. What brought it around for me was when fr-08 was released and the broader scene realized what _could_ be done with procedural generation and whatnot.