A list of demoscene effects with pseudo code
Contents
[hide]Demoscene Effects
General Design Tips
General Design tip #1
Try to look around to see what is out there and where there is room for new stuff: Whenever i start experimenting with a new platform (like spectrum, atari, fantasyconsole, etc.) I literally watch EVERYTHING that is ever released in 256, 128 and below for that platform to get a feel for what is out there and where i can maybe add something.
General Design tip #2
The actual execution is in (re-)combining tools from your bag of tricks... The more tricks in your bag, the amount of combining possible increases tenfold... So imho its always worth to try experimenting with (new) things/techniques without ever having a point of releasing it, or doing something concrete with it...
General Design tip #3
Don't try to optimze early, but don't do things 'the expensive way' deliberately either. Try to sketch out the idea as complete as possible to what we had in mind. (trying to make zero to little compromises, regardless of size). So your intro will probably always go overboard by quite a bit in the beginning (300-350 bytes for 256, ~160-170 for 128 byte stuff) and once you're happy with the end result tone back from there and THEN start to make compromises (or not at all, so a 128 byte intro ends up as a 256b down the road , or a 256b intro is on hold , changes platform, or dismantled for parts) .
General Design tip #4
If you can afford the luxury: Ideally you'd like to have at least 1 intro ready for release at any time , without a party in sight... This allows you to have a choice, maybe tweak on the end-result a bit more or to have something to submit last minute.
Size vs Effect table
Description | Raymarching | Ray-Intersection | Examples |
---|---|---|---|
Domain-Repetition | Yes | No | TBA |
Fast Multi-Sample | No | Yes | TBA |
Twisting & Blending | Yes | No | TBA |
Shape-Blending | Yes | ? | TBA |