Demozone 2006

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Together with Izard I went to Demozone 2006 this weekend. Last week I've spent lots of evenings working on nerve (making it all work), so we could release a 64k demo at the competition at demozone. Well after Outline 2006 we actually managed again to release something at a party. But to be short, we're still not very proud of the result... all the content (scenes, graphics, animations) were made in a few hours at the party. And I didnt have much time to fix all the bugs still in there... but well, I'm still proud that we actually made something again :)

It's a 37kb demo. We named it "Soil". It lasts for 3 minutes. Here are some pictures:











We ended up at third place in the compo. Out of three contestants :) But, although ending at last place, we still won a large cheap cup and a frisbee for ending up at third place.

You can download Soil here: Inque-Soil.zip (37kb).


Getting Nervous...

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This weekend I've finished work on Gentex (for now). I've fixed the most irritating bugs and added two new nodes: a text node (which I just copy-pasted from my old "Textureer" texture generator) and a normal map generator (since I really want to have normal maps in the demo for demozone).

I've also rewritten my exporter plugin for Maya. My previous version was using XML, but having an XML parser in your 64k demo isn't that smart :) So, as of now, I'm using a custom packed fileformat.

The next thing I'm going to work on, is getting my Viewer (the actual demo) working. It will have to be able to load the exported scenes. I had already hacked together a viewer project back at Outline, so I'm going to reuse that one, with some adjustments.

Only 5 days to go...

P.S. I've added my current build of Gentex to the downloads page.


Much work, little time

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I just noticed that not much time rests between now and the start of Demozone. To be exact, there are only 2 weeks left. There are quite a lot of things I still want to have finished before the party, things like the whole shader system, support for lighting and shadowing, support for smooth TCB splines in Maya, and a commandline viewer application. That's a bit much work for just 2 weeks I think... Well who cares :)

Ohw wait, I almost forgot that I wanted to say that I'm currently working on support for multiple maps in Gentex. Maps such as a diffuse map, a specular map, a normal map. Those things. You can create those, all in one network. That's the plan.

Ah, and my friend Izard is already working on a soundtrack for the demo. He's using V2 from farbrausch again. We're going to stick to it for one more time ;) (Although Izard is not too happy about it, V2 seems to have some sucky thingies in it :))

Ohw and in the meantime I've been to the symposium in Santiago in Spain (which was kind of nice) and I bought a new laptop (to be able to code outside during the very hot summer days, and also to not having to carry an oversized pc to parties :)).


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