Re:The Amiga Demoscene Mixtape Vol. 1 [video]
by ChuckMcM on Friday January 15, 2016 @11:37PM
(#10914267)
There was a very thin layer between writing code and having something on the screen. The original 3Dfx voodoo libraries had a similar feel. You could write 30 - 40 lines of code and poof, something neat would be on the screen. In contrast at PCs picked up more interesting graphics they also got DirectX which always felt like you needed 500 lines to do what you could do on other platforms in a tenth of that, and CaMeLCaSe drove me NUTS at first. As a result I spent more time trying to figure out how to say what I wanted in DirectX3 than actually thinking about the code that actually drew interesting things into the frame buffer. The Amiga it was just a call to open screen with some allocated "chip" ram for the frame buffer and you were off to the races.
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Re:The Amiga Demoscene Mixtape Vol. 1 [video]
by skrebbel on Saturday January 16, 2016 @02:49AM
(#10914651)
You might want to try coding your entire demo in shaders, it gives you a similar feel, and you can skip all the gl/d3d mess.
For examples, shadertoy.com is full of cool shader-only effects and entire demos.