编程艺术——13个惊人的Code Demo

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The demoscene first appeared during the 8-bit era on computers such as the Commodore 64 and ZX Spectrum, and came to prominence during the rise of the 16/32-bit home computers (the Atari ST and the Amiga). In the early years, demos had a strong connection with software cracking. When a cracked program was started, the cracker or his team would take credit with a graphical introduction called a “crack intro” (shortened cracktro). Later, the making of intros and standalone demos evolved into a new subculture independent of the software piracy scene.

Prior to the popularity of IBM PC compatibles, most home computers of a given line had relatively little variance in their basic hardware, which made their capabilities practically identical. Therefore, the variations among demos created for one computer line were attributed to programming alone, rather than one computer having better hardware. This created a competitive environment in which demoscene groups would try to outperform each other in creating amazing effects, and often to demonstrate why they felt one machine was better than another (for example Commodore 64 or Amiga versus Atari 800 or ST).

Demo writers went to great lengths to get every last ounce of performance out of their target machine. Where games and application writers were concerned with the stability and functionality of their software, the demo writer was typically interested in how many CPU cycles a routine would consume and, more generally, how best to squeeze great activity onto the screen. Writers went so far as to exploit known hardware errors to produce effects that the manufacturer of the computer had not intended. The perception that the demo scene was going to extremes and charting new territory added to its draw.

Even with modern technology, where much of the effects seen in demos could be replicated in programs like 3D Studio Max, the point of demos are not just the beautiful visuals and music but the abilities of the programmers involved to write code so tight, so efficient, that something might be several megabytes if rendered in a 3D program comes out to less than 100k. So here’s IHC’s favorites from the demo scene of the last few years. These demos are in no particular order, and while we’ve provided Flash video links to each demo, the greatest joy is downloading them (PC only) and giving your graphic cards something fun to chew on.

Good Design
lifeforce-tn.gifLifeforce by Andromeda Software Design
Link to online Flash videoLink to download
rawconfessions-tn.gifRaw Confessions by cocoon
Link to online Flash videoLink to download
sandboxpunks-tn.gifsandbox punks by cocoonLink to online Flash video
Link to download
chaostheory-tn.gifchaos theory by conspiracyLink to online Flash video
Link to download
populardemo-tn.gifThe popular demo by FarbrauschLink to online Flash video
Link to download
ix-tn.gifIx by Moppi ProductionsLink to online Flash video
Link to download
Technical Acheivements
heaven7-tn.gifHeaven 7 by exceed (64k Realtime raytracing in 2000)Link to online Flash video
Link to download
debris-tn.gifdebris by farbrausch (177k demo with amazing scope)Link to online Flash video
Link to download
beyond-tn.gifbeyond by Conspiracy( Procedural universe in 64k)Link to online Flash video
Link to download
touchoffunk-tn.gifJust a Touch of Funk by Digital Murder(runs on p200, motion captured by hand over several months)Link to online Flash video
Link to download
theproduct-tn.gifThe product by farbrausch (First 64k PC demo to really push the limits. Not the greatest content, though)Link to online Flash video
Link to download
Honorable Mention
feellikecomputer-tn1.gifI feel like a computer by Melon Dezign( disqualified at The Assembly for using commercial music, but otherwise great)Link to online Flash video
Link to download
beyondthewalls-tn.gifBeyond the Walls of Eryx by Andromeda Software Development (Nifty design and flow, but not quite there)Link to online Flash video
Link
 
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