ANTSANTS
However, if you're gonna be creepy about it, maybe I should be more proactive.
I am a staunch proponent of anonymity and privacy (hence why I post here under a pseudonym), but you need to make the decision about the level of privacy you want before you post. Changing your mind 1. screws over the community and 2. won't save you from the determined taking a trip through the wayback machine anyway.
[1] http://www.delek.com.ar/deflemask
[2] https://www.youtube.com/watch?v=nTDiPqkoFnc
A little over a year ago, Titan released a demo for the Genesis called Overdrive, and, well, it's fucking amazing, go watch it: https://www.youtube.com/watch?v=iQqJm14sHRY
I like dubstep when people put some thought into it and aren't just lazily fiddling with an LFO, but to be fair, getting into breakcore as a teenager might have permanently ruined my taste.
I do like these demos for their music and their visual aesthetics, but I'm sorry to say, they aren't in any way technically impressive. The first one [1] is literally an FMV, it's all pre-rendered video. The second has one neat effect, the rotating scanline-aligned box that you've seen on other platforms, but all the hard part for other platforms, rasterizing it in realtime, is trivialized by the "mode 7" affine transformation video mode. Just need to calculate one 2D affine matrix per scanline, or load it from a lookup table, and the graphics hardware handles the rest. Plenty of commercial games had similar effects; it's just barely more impressive than seeing a rotating cube on a PlayStation. And even the (admittedly awesome) music isn't doing anything new, it's just using higher quality samples than most devs could afford to use in their games back in the day, synthesized on a PC with more powerful synthesizers.
I'm sorry, I know I sound like a total dick writing that. Again, I do enjoy the music and the visual aesthetics of this group's demos a lot more than a lot of other unarguably more technically impressive demos. Hell, I've watched Smash It about a dozen times now! I'm sure that we can expect really awesome stuff from them in the future as they get more experience. Just had to point out that "THIS IS JUST THE BEGINNING OF WHAT WE CAN DO ON FUCKING SUPER NINTENDO" is an apt description of the tech on display, which is important, because the demoscene is about the intersection of style and technical achievement, not one or the other.
>Even ink on a scroll has a 3D feel. The 'paper' - whatever it's made of - has texture, and the way the ink sinks into it has depth and texture too.
>Likewise with traditional printing. The sequence of pages creates a 3D object, and old-fashioned heavy letter press books have texture and depth you won't get on a screen.
But you don't see the depth of the stroke or the texture of the paper when you're reading. You see abstract lines. You don't see the imperfect squiggles our meat-appendages create unless you really focus; at a glance, your brain autocorrects them into the intended strokes.
>Minimalism has one big problem - it lacks scale-independence. A hand-printed book has visual detail across a range of physical dimensions. You can see the cover across a room, but if you look at the print with a magnifying glass, you'll see detail at that scale too.
>Minimalist digital typography has detail at exactly one dimension - the size of the content. Zoom out, and you can't see the content. Zoom in, and you see pixels.
Uh, no.
https://en.wikipedia.org/wiki/Vector_graphics
https://en.wikipedia.org/wiki/Vector_font
>So minimalism is literally shallow.
"It seems that perfection is attained, not when there is nothing more to add, but when there is nothing more to take away." - Antoine de Saint Exupéry
Text glyphs are very flat, abstract symbols that represent sounds or ideas (indeed, I'm pretty sure the whole "flat design" trend was inspired by typography in the first place). Sure, we've been hunting beasts for much longer than we've been reading and writing, but written language is still a very old invention in the human timescale. And art predates even that. Humanity has had plenty of experience with symbolic visuals over the ages, I think we're equipped well enough to use basic smartphone apps.
If you have the time, watch this series in which John Romero and (Bioshock level designer and apparent Doom fanboy) Jean-Paul LeBreton play through the first episode of Doom and analyze its level design in depth:
Or alternatively, Joe User goes "[grumble grumble] guess I gotta delete that dang PulsePolicyD that's keepin' me from runnin' muh binaries [copies and pastes the first command found when googling "how i run X" into shell]" and it's all for naught.
https://www.youtube.com/watch?v=KwYYFjGtedw
http://lostmedia.wikia.com/wiki/Garage:_Bad_Dream_Adventure_...
There was an interesting discussion on this topic here a few weeks ago: https://news.ycombinator.com/item?id=8879927
It's really sad to see some indie devs (or even, to go off on a bit of a tangent, projects like GNOME and Ubuntu Unity) killing themselves following the "PC is dead, mobile is the future" hype off a cliff instead of focusing on the much more stable and receptive PC userbase.
>“When I coach women, I tell them how wonderful they are. Women won’t make the ridiculous projections about their companies that the guys will. They won’t say the really stupid thing the nerds do. They are a lot more realistic and practical and humble.”
Soon after this line:
>They told investors their project was the next Pinterest—the way screenwriters tell movie moguls their scripts are the next Titanic.
And then they quoted Shanley Kane and I lost the ability to take the article seriously.
That was also one of my favorite passages:
"The lake house was filled with the sense of unlimited possibilities. And the bond between Carmack and Romero was becoming stronger by the day. It was like two tennis players who, alter years of destroying their competition, finally had a chance to play equals. Romero pushed Carmack to be a better programmer. Carmack pushed Romero to be a better designer. What they shared equally was their passion.
This was most clear to Carmack one late weekend night. He was sitting in the house working at his PC as lightning flashed outside. Mitzi curled lazily on top of his monitor, her legs draping over the screen. The heat of her body was causing Carmack’s heat-sensitive display to ooze its colors. He pushed Mitzi gently from the monitor, and she scurried away with a hiss.
A rainstorm had picked up, and it was mighty. Cross Lake spilled into the backyard like the prelude to a horror movie. The lake was so high that it pushed the ski boat to the top of the boathouse. Long black water moccasins slithered toward the deck. The bridge leading to Lakeshore Drive was completely washed out. When Jay arrived after having been out for the day, there was no way to get in. It was, as he described it, “a turd floater” of a storm, bringing everything from the bottom of the lake to the surface. He turned away to wait it out.
Romero arrived with a friend later to find the bridge even worse than when Jay got there. There was simply no way he was going to get his car over the flooded expanse. And there were probably alligators and moccasins now making it their home.
Back in the house, Carmack resigned himself to working on his own that night. After all these hours, he had come to appreciate Romero’s diverse range of talents, gleaned from years of making his own Apple II games. Romero had been not only a coder but an artist, a designer, and a businessman. On top of all that, he was fun. Romero didn’t just love games; in a sense, he was a game, a walking, talking, beeping, twitching human video game who never seemed to let anything get him down. Like a game character, he could always find an extra life.
Just then the door behind Carmack swung open. Mitzi dashed under his feet. Carmack turned to see Romero standing there with his big thick glasses, soaking wet up to his chest, lightning flashing behind him, a big smile on his face. It was a real moment, a moment so impressive that Carmack actually saved it in his thin file of sentimental memories. This one he wanted for future access: the night Romero waded through a stormy river to work."
I can see why you'd want to get away from C++'s compile times, though they're a lot more manageable if you can avoid templates like the plague. Have you considered a coroutine library for C or C++? I'm using libco right now for my hobby game project and much like "goroutines" would, it's significantly improving the clarity of a lot of systems (though of course I don't get the "free" parallelism because it doesn't handle scheduling across threads or anything like that).
Downvoting for disagreement is allowed, but I still think it's a dumb policy. I upvote people I disagree with all the time for moving discussion along with pointed questions, so it's saddening to see people downvoted or be downvoted myself merely for holding an opinion contrary to the hivemind. Not because I give a flying fuck about internet points, but because it reflects poorly on the community and its capacity for debate. But then again, I think upvote systems are dumb to begin with.
I agree with your thoughts about "shock" as we know it being a tool of political conversion that modern conservatives have learned to tune out, but I wouldn't discount the effect of some different kind of shock on modern liberals. Certain people pretend to be shocked and offended when anyone so much as disagrees with them, but they're mostly using this offense as a tool, part (as you say) "look how offended and thus good I am!" and part "now I have another person to point to as the source of 'the problem.'" But I am genuinely curious about how one would go about actually shocking those people. What first comes to mind is outspoken, public, mass disagreement with liberal norms, done proudly and on the public's own terms rather than the meek "give me a chance, guys, I so agree with you about X Y and Z but maybe W" contrarianism you usually see. I think this is exactly why people have gotten themselves whipped up into such a furor over Gamergate and anonymous messageboards; the offended have done an excellent job of reframing the controversy in terms of misogyny and neckbeards, but the sheer magnitude of the response on both sides indicates that some kind of shock is afoot.