Archive for the ‘Visuals’ Category

2012-08-07

Stuff for Assembly 2012

Here’s list of some stuff from Assembly 2012 summer, the annual computer festival!

Together with stRana we made a little demo for the Assembly 2012 event’s demo competition. Like last year’s Grandma demo, this is also bit of an experiment, this time with real-time rendering of drawn line art/sketch data. Music is created by our friend Crud, embedding also bit of beat-boxing sounds by Ion. You can read a bit more about the demo in this page. Click to download (Windows), or watch the YouTube video.

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2011-12-16

Scanline

Back in October, we wanted to attend the forthcoming Alternative Party event. I think one could say it is a demoscene event, but with a broader or different scope or goals – for example, encouraging or embracing artistic expression with niche platforms (either niche by being rare, or niche by being so old).

So, we thought about taking part in the alternative demo competition. The platform is mostly free choice there, but the compo name itself directs you to think about something different. I thought that maybe it could be interesting to make a demo which would consist of only a single static line with changing colors, and try to take most of that limitation. That is, to make a “1-Dimensional Demo” (at least by my definition).
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2011-10-04

Assembly and Evoke 2011

Writing a bit late about this, but in August I attended the Assembly 2011 event, as well as had the chance to visit Evoke 2011 in Cologne soon after that. I was actually going to GDC Europe and Gamescom events, but the Evoke luckily happened to be held just on the previous weekend in the same city.

As usual, I spent a little bit of time to make some entries to the event competitions. Read on for videos and a bit of info.
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2011-06-04

Better looking anti-aliased lines with simple trick

Here’s some notes about anti-aliased lines.
For these tests of rendering anti-aliased lines my goals were roughly as follows:

  • relatively high-quality anti-aliased lines (better than subsampling or postprocessing)
  • simple low-tech solution extendable to wide range of platforms (e.g. not relying on availability of shaders)
  • visually better consistency than what you get if you just ask graphics API to anti-alias lines for you, and you might not even get any if the hardware is lacking
  • try to solve issue of anti-aliased lines showing a “roping” effect
  • concentrate on case of single lines without yet going to additional complexities such as line caps or joins between multiple lines

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