This demo didn't impress me that much, I was actually hoping for more. Maybe I've just forgotten how underpowered the Amiga OCS was for things like this? Second Reality by Future Crew on the PC is still my #1.
So yeah you forgot how underpowered OCS Amigas are :)
However, the cross-platform build stack has gotten comprehensive, and straight modern hardware has become the method of choice for a lot of devs (including myself). There is an "Amiga Assembly" extension for VS Code which does a ton of heavy lifting for you, including setting up the build tools, and even grabbing a fork of the emulator that has DAP support so you can use VS Code's built-in debugger.
I personally use Neovim and a couple plugins for syntax highlighting and DAP support. As part of my build process, I run Python scripts which convert images and SFX to Amiga-friendly formats and assemble them into a custom binary file. I can't imagine how long that would have taken me to set up in an Amiga-only environment—Python is just too convenient.
I think a lot of what you see possible on Amiga today is thanks to modern tools allowing for very rapid iteration as well as some crazy preprocessing for effects that depend on lookup tables, etc.
To be clear, this is a trailer/demo and not an actual game you can play?
When designing a game, you probably have to code a game engine that has certain capabilities and certain restrictions that persist through the entire game. But for these demos, you can write an entire isolated program that runs one 15-second visual effect before flushing it out and loading something totally different for the next effect. The effects are also usually designed with a lot of tricks that make them inflexible (like preprocessed data tables) and usually also take up every CPU cycle available, leaving none for stuff like game logic.
I was fascinated by the Amiga when I was young, but they weren't widely available in my country.
Lately I've had an itch to do some retro programming work and was looking at the Amiga specifically. I tried Aztec C natively in UAE and VBCC as a cross-compiler, and got some command-line and hello world Intuition programs working.
But going beyond that has proven somewhat difficult. Documentation seems to be scattered all over the internet. I found a bunch of books on archive.org, but they mostly seem to focus on Intuition applications or beginner programmers.
https://www.youtube.com/@WeijuWu
Wei-ju Wu lays out how to code directly on the hardware in an accessible manner and, importantly, from C, instead of 68K, with lots of examples. Then, if (or rather: when) you have to, you can always step down a level into 68K assembly to get better performance.
https://www.youtube.com/watch?v=iD9xk3SDSYc
https://www.youtube.com/watch?v=_wpXOsEm7M0
If you haven't seen any recent Amiga demoscene entries, you're in for a treat. I'm tempted to share a whole list of demos, but here is a particularly amazing one released earlier this year that runs on a stock A500: https://www.youtube.com/watch?v=2jciCr8zEhw