Suboceanic - 64k intro
Download final version here -> sub64td.zip (115KB)
- demonstrated at Assembly '2005 demoscene party
- pouet link (demoscene archive)
- got 5th place (out of 12 qualified entries)
- made by one person (me)
- only 52k of packed executable code and data (using Upack by Dwing)
- realtime OpenGL rendering (fixed pipeline, requires geforce2+)
- realtime procedural
- custom realtime music synthesizer
animated creatures (growing from single cell)
Story - the making of
In March 2005 I did simple simulation of 2d growing creatures based on biological
cell subdivision rules
(each cell divides by two, simplified simulation of mitotic cycle).
Download it here -> genedit.zip (56KB)
I wanted to put those creatures in 3d cave-like environment someday.
At the same time I had idea how to use my methods of generating procedural caves
(based on my own reserach and ideas) for realtime rendering using OpenGL API.
I decided to create small demo to show the potential of all of my procedural modeling ideas.
I heard about demoscene long time ago, probably from the early begining of PC demoscene
(in 1992 I was watching "Second Reality" by Future Crew, most well known PC production at a time,
on my 386DX-40Mhz).
I always wanted to participate in some demoscene party, so
I simply decided to make 64k intro for the biggest demoscene party in entire
universe, Assembly '2005 at Helsinki, Finland.
In July 15, 2005 (13 days before Assembly party) I started working on this intro full-time.
During first few days I did my own music synthesizer and simple tracker-like editor.
Just check this out (yeah, it's innovative a bit, not just FT2 clone, because it has zoom-in/out feature,
infinite time precision for placing notes, and parametrized patterns!):
Download Pi-synth tracker here -> pisynth.zip (63KB)
First test was to sychnronize music with animated picture.
I had some 3d "animated" scenes ready to reuse in my code archives,
so I just quickly put it together,
and did this -> intro6p.exe (13KB).
This test is dated 2005-07-19, so I did it just 9 days before Assembly.
The next thing I was working on was cave rendering, I had some basic framework
done months ago, so I basically reused existing code. I wanted to do something more
with it, actually lost one day, but finally decided to abandon new things, just lack of time.
The next day, late at night (like 2AM) I was striked by a simple idea of making
real 3d procedural creatures. It was 2005-07-22, just 6 days before Assembly! I was working whole night and in the morning
I had nice editor for 3d creatures almost fully fledged, working, and I even did few first models with it.
Some of the very first screenshots of "Ed-sphere" procedural creatures editor (not yet released):
The last thing was to invent some simple skinning algorithm (to put smooth skin on those spherical bodies and trees) and some
hack for keyframe animation.
I had also my own procedural
texture generator editor done few months ago
and already used for different projects, so I just linked it with other tools, here are some screenshots of it:
Download Texgen here -> texgen.zip (97KB)
Finally I had full set of tools and less than 5 days for making artwork and scenes
(observation: it usually takes at least 4 days to make basic version of ordinary tool from
scratch, and unfortunately at least 2 days to polish just single intro scene).
You can imagine, it was very hard time, working almost 18-20 hours a day, but from the other
side very rewarding and I was feeling very good all the time.
The last thing on my schedule was to catch the train (trust me, it wasn't that easy
consider my physical state after not sleeping too much) and than fly to the Helsinki by an airplane (that part
was very cool, actually my first flight ever).
Anyway, overall Assembly demoscene party was very cool and I met so many people there.
I probably should start working on this intro somehow earlier, so I could even get a better place (I was ranked 5th,
1804 people voted for me), but all of it was definetely worth "trouble" :)
Copyright 1999-2005 by Tom Dobrowolski. All Rights Reserved.