![]() ![]() Needs rather meatier hardware to run than the aforementioned State Of The Art, but the real-time lensing and fluid effects near the end will blow your mind. ![]() Tint (possibly NSFW due to a second or two of boobies) by The Black Lotus. ![]() The fluidity is all the more impressive when you remember that the demo is constantly loading new data in from the floppy drive while displaying all that animation. The YouTube video really doesn't do justice to how impressive it is to watch this thing running on a 16-bit machine with 1 megabyte of RAM, a 7 MHz processor and an 880K floppy drive for storage. These guys have a lot more stuff, available here. kkrieger, an interactive shooter game with Doom 3-tier graphics - which fits in the same 64 kilobytes. Not content with having redefined the standards for demos, later on they developed. product, the first 64k demo with really impressive graphics (for the time). Farbrausch is a widely known crew that attained massive fame for fr-08.For reference, that's 3.5 seconds of portable-quality compressed music, and you could fit it twenty-two times in a "modern" 3.5" floppy disk and almost eleven thousand times in a CD-ROM. The incredible machine 3 sethbling livestream code#Hence a division in categories, one of the most famous and prestigious being "64k" - that is, demos whose entire code and resources fit in sixty-four kilobytes. Modern hardware obviously doesn't have these limitations, but the Demoscene crowd decided it wasn't fun to do what game developers were already doing (that is, 3D eye candy using gigs and gigs of textures and 3D models), so they enacted self-imposed limits - often harsher than those they originally had to deal with. The Demoscene is Genius Programming pretty much by definition, as it was born in an age when computers were dramatically limited in their capabilities, and its entire goal was to exploit available hardware to the highest degree possible - often way beyond what the original designers had envisaged. ![]()
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