I don't think he published the code, because it was written for Renderman shaders at ILM, though.
His blog is a must read if you're mathematically inclined.
Nowa days this graphics is not really that impressive but back in 2000 that was jaw-breaking OMG
You can use any native compiled language without problems (say, Pascal). You can also use any other language as long as its runtime is small enough.
Most important though, much more so than whether you know C++, is knowing graphics programming. In fact, I've been calling myself a democoder for 10 years now, and I still suck at graphics programming, which is why my demos suck. Focus on the graphics, not the language. A fondness for math is much more important than a fondness for compilers.
I'd recommend making a demo in your favourite programming language. Don't care about size, care about looks. Once you've learned to make it good, you can consider learning, say, C(++) to make it small enough for the 64k or 4k categories.
Sidenote: most 4ks these days are entirely coded in a shader. This means you can mostly copy&paste the entire C part from somewhere, and start hacking GLSL or HLSL. Sure, you'd need to learn the shader language, but it's smaller and simpler than c++.
In the old days a 64KB demo was really that. Now it is 64KB + several MB OS.
you'd rather have to learn practical 3d/2d math and try many things out.
Here is a small list of languages with known native compiler implementations, that you could eventually use:
- Pascal (Actually all implementation have some extended form) - Modula-2 - Modula-3 - Oberon - Component Pascal - Ada - C - Objective-C - C++ - Ocaml - Haskell - D - Go - Fortran - Lisp - Scheme
The amount of work that goes into the tools these guys make is incredible. Quite happy to see ryg, kb and team release all this stuff. There should be a ton of things worthy of checking out in all this source code.