Vector All Times by Tristan Lorach | ||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
|
||||||||||||||
|
popularity : 63% |
|||||||||||||
alltime top: #4072 |
|
|||||||||||||
|
||||||||||||||
added on the 2001-08-16 14:17:28 by OSTYL |
popularity helper
comments
An tricky a500 demo, using camera movement and realistic animations (not the boring usual 3d-space rotation). This is an uncommon demo, a must see !
added on the 2002-02-04 17:45:45 by OSTYL
uncommon???
you must be an idiot, or you were never in amiga scene.
this was the first vector demo ever with physics, real movements simulated and stuff
was on every 2nd packdisk!!!
you must be an idiot, or you were never in amiga scene.
this was the first vector demo ever with physics, real movements simulated and stuff
was on every 2nd packdisk!!!
yes, uncommon.
shut-up pleaze! :-)
shut-up pleaze! :-)
Amazing!
I agree that it was NOT your common vectordemo you could see everywhere else back in the day. I still remember this one, was totally amazing back then. And somehow it still is!
geez my thumb up is missing here
this one is amazing
this one is amazing
It's was definitely different. I watched this beauty from beginning to end many times. It was a great demo! Big thumbs!
yep... nice one ;)
Hop.
great!
An amazing prod totally unlikely the common vectors shows we had at that time with some stunning character animation. It reminded somehow of Eco (the game).
Amazing prod, ahead of his time :D
technically good, but a bit boring
Looks and sounds awful, but I guess it was a milestone.
It sure was! That demo was way ahead of its time.
Wow, this is amazing! There is a lot of nice content and the idea to restart with added interactivity is awesome.
Wow, I can't believe Tristan himself was here to comment on this. Legendary stuff, now this here is demoscene.
I remember watching this from start to finish alot of times. Great show!
I commented on this demo by the name of 'Natural Movement' here on Pouet before, now it can't be found. What gives?
Thanks for reminding me to CDC this, though. :) I showed this in my demoshow on the bigscreen @ LCP 2011 I think it was.
Looks can be deceiving. Colors are kind of 1988, but what you see here is a teenager solving joint chain problems on his Amiga (500 probably). It's also an early demo with direction and camera movement design. It's simply... interesting and unique, in a good way.
He's also captured some of the animations extremely well, without any "animation add-on for 3D Studio Max" or similar available. There's just tons of ideas, and work, in this demo. I bet he had fun as hell making it :)
Thanks for reminding me to CDC this, though. :) I showed this in my demoshow on the bigscreen @ LCP 2011 I think it was.
Looks can be deceiving. Colors are kind of 1988, but what you see here is a teenager solving joint chain problems on his Amiga (500 probably). It's also an early demo with direction and camera movement design. It's simply... interesting and unique, in a good way.
He's also captured some of the animations extremely well, without any "animation add-on for 3D Studio Max" or similar available. There's just tons of ideas, and work, in this demo. I bet he had fun as hell making it :)
Hi, interesting comments. And I sympathize with people who found it a bit boring. Quite a long demo. But at this time I couldn't resolve myself to cut it.
All was made in assembly code. And yeah... no 3D DCC application at this time to help me.
The Music: I remember I took inspiration from a song from Lenny Kravitzy.
The birds: I developed a system where the birds would fly depending on their wings: the area of the wing defines how much the bird gets carried by the air. The motion of the wing produced a force to make the bird move a bit up and forward.
Then I developed a 'brain' for the bird flock: each of them had a limited field of view and tried to adjust together: looking how many birds in their field and averaging to decide the direction.But I could give them targets, too. the direction, altitude, speed to reach triggered the way wing flap, how the bird rolls etc.: so the wing forces would allow to the bird to get there.
For the animation: I developed at this time a small integrated editor (this demo in fact contains the editor I used to make the animations), where I just appended a series of quadratic interpolations. I could adjust each bone and see in reatime the result between the intervals...
For the line rendering: I remember I hijacked part of the code of "StarGlider" game. I narrowed-down part of the line rendering and wrote something out of it. It was cool to learn how to reverse-engineer assembly code (of a game) and how to learn from it (I wasn't so aware on how to draw a line at this time).
I think I got more fun to build the demo than others watching it !
All was made in assembly code. And yeah... no 3D DCC application at this time to help me.
The Music: I remember I took inspiration from a song from Lenny Kravitzy.
The birds: I developed a system where the birds would fly depending on their wings: the area of the wing defines how much the bird gets carried by the air. The motion of the wing produced a force to make the bird move a bit up and forward.
Then I developed a 'brain' for the bird flock: each of them had a limited field of view and tried to adjust together: looking how many birds in their field and averaging to decide the direction.But I could give them targets, too. the direction, altitude, speed to reach triggered the way wing flap, how the bird rolls etc.: so the wing forces would allow to the bird to get there.
For the animation: I developed at this time a small integrated editor (this demo in fact contains the editor I used to make the animations), where I just appended a series of quadratic interpolations. I could adjust each bone and see in reatime the result between the intervals...
For the line rendering: I remember I hijacked part of the code of "StarGlider" game. I narrowed-down part of the line rendering and wrote something out of it. It was cool to learn how to reverse-engineer assembly code (of a game) and how to learn from it (I wasn't so aware on how to draw a line at this time).
I think I got more fun to build the demo than others watching it !
The sequence with the lonely man with a bird is full of poetry. Chapeau bas Tristan.
.
Unbelievable far ahead of its time. I remember Chaos/Sanity showing this to Graham, TTS and me on a Scala meeting back then. And we were like WTF...
Kind of serene and great colors.
this is technically amazing. 5 fingers ftw
tune does give this a kinda strange aftersmack for '91, but who would care. :)
tune does give this a kinda strange aftersmack for '91, but who would care. :)
Wow, cool! And with flappy bird already in 1991.
It's beautiful.
This was jaw-dropping, and it still is if you remember what was the kind of 3D that had been, and most probably has ever been, produced on the Amiga. I remember Tristan showing me this, and I could not believe it. Never had heard of quadratic interpolations before (quaternions, if I remember well).
A big lesson, because it relied on the knowlledge of algorithmic, and not the only on the knowledge of the hardware. Although the guy also knew the hardware very well : at the same time, he built a card with a DSP on it, that could be plugged in the A500 expansion slot, and used it to compute fractals in another jaw-dropping demo... : http://lorachnroll.blogspot.com/2010/03/old-hand-made-co-processor-for-my-amiga.html)
A big lesson, because it relied on the knowlledge of algorithmic, and not the only on the knowledge of the hardware. Although the guy also knew the hardware very well : at the same time, he built a card with a DSP on it, that could be plugged in the A500 expansion slot, and used it to compute fractals in another jaw-dropping demo... : http://lorachnroll.blogspot.com/2010/03/old-hand-made-co-processor-for-my-amiga.html)
Super!
Lot of great things happening here!
Oldskool Slash
What? Quaternions and quadratic interpolations in 1991? Holy moly!
And the camere motion and the realtime calculation of natural body
movements is far ahead of the time, too. The somersault looks
awesome. Moreover, I like the feature that the birds sense each other
and mutually influence their behavior, so that they are acting like a
swarm. This is a unique and remarkable demo for its time!
And the camere motion and the realtime calculation of natural body
movements is far ahead of the time, too. The somersault looks
awesome. Moreover, I like the feature that the birds sense each other
and mutually influence their behavior, so that they are acting like a
swarm. This is a unique and remarkable demo for its time!
Such an interesting unknown (to me) demo. Yeah, as a demo it doesn't have the flow and the 3d scenes are slow, but it was trying to solve realtime 3d animation problems.
Loved this one! Definitely lots of skills involved.
Impressive!
submit changes
if this prod is a fake, some info is false or the download link is broken,
do not post about it in the comments, it will get lost.
instead, click here !