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Re:The Commodordion by Razengan on Friday October 21, 2022 @11:47PM (#33295517)
I wonder what the demoscene could do with modern CPUs and their AVX multisymmetric parallel whatchacallit and what not. As in, getting the most amount of stuff done with the least amount of instructions.

Does anybody know any examples?

Re:The Commodordion by throwawayben on Saturday October 22, 2022 @02:07AM (#33295966)
https://youtu.be/Imquk_3oFf4

I don't think it uses any fancy modern CPU features but this is probably the reigning champion of the 256 byte demo, and its write up[0]

[0] http://www.sizecoding.org/wiki/Memories

Re:The Commodordion by pwrrr on Saturday October 22, 2022 @03:39AM (#33296303)
Well the fact that you are limited by the C64 itself makes you use every bit of creativity to pull off such a demo as A Mind is Born.

I think it is this limiting factor that is partly responsible for keeping the C64 scene alive. While it is limiting, there are also still infinite possibilities of creativity. I don't personally find say, the PC demo scene as interesting because it is not really limited in any way other than size competitions. But still there you get a lot more mileage out of every opcode than on the C64.

Re:The Commodordion by aasasd on Saturday October 22, 2022 @04:02AM (#33296402)
Probably ‘.kkrieger’ would be a more-current inspiration, though it's almost twenty years old itself: https://en.wikipedia.org/wiki/.kkrieger

My uneducated guess is that perhaps these days the current-est thing is proper voxels (not Minecraft's “voxels”) and lots of shaders on top. But then again, this endeavour doesn't really differ from just making experimental game engines.