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Re:Tiny Art in Less Than 280 Characters (2017) by pavel_lishin on Tuesday February 20, 2018 @04:24PM (#16424339)
Do your programs also include the instructions for mining metals and manufacturing CPUs?
Re:Tiny Art in Less Than 280 Characters (2017) by lostgame on Tuesday February 20, 2018 @06:45PM (#16425431)
Ehh...that's a stretch.

Typically, 'scene' demos like this intended to be very few lines of code run in assembly without the use of libraries, something that speaks directly to the metal, certainly usually not a higher-level language...but I've never heard of building hardware itself as being part of a 'demo' like this.

I get that you're exaggerating, but I do agree with people's sentiment that if it's using a library to handle the drawing, it's also a stretch to call it 280 characters.

Re:Tiny Art in Less Than 280 Characters (2017) by khedoros1 on Tuesday February 20, 2018 @08:28PM (#16426060)
I think the key for 'scene' type demos is more that the code is run in some particular environment, and the impressive part is how far the demo stretches the capabilities of the environment, and how creatively it presses against the constraints.

280 characters of R+ggplot generating art is at least cute. It's a powerful environment, but constrained input data.

I mean, no one's going to say that a demo like kkrieger isn't impressive (the famed "96KB FPS") despite using 3D rendering APIs and such, right?

Re:Tiny Art in Less Than 280 Characters (2017) by lostgame on Wednesday February 21, 2018 @01:00AM (#16427212)
I’m not saying it’s not impressive. I’m just saying I actually kind of agree with the poster who stated it’s kinda using a library as expected