Demoscene

What are these demos and the demo-scene about ?

To make it short, the demos are some technical and/or aesthetic demonstrations of what a programmable device ( it may be a computer, a calculator, a console, a pocket PC, a mobile phone, a printer ... ) has in the guts. The spirit of the demo and the demo-scene take its roots in the cracking scene of the early 80's where there was a lot of friendly competition between the groups. Quickly the demos grew up as a real and indepedent ( of its illegal roots ) movement. Each year some demo-parties gathering between 100 and 4,500 passionated and talented people are held around the world and are the theater of some impressive competitions.

Productions on Atari

Back in the late 80's, early 90's I was coding and designing on Atari STe and made some productions and guest productions :

Y'a des moules dans le RER

Y'a des moules dans le RER | joke production with the group Fantasy | september 1993

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Kiwi

Kiwi | short demo in GFA basic | november 1993

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No Flowers

No Flowers | preview of a demo in GFA basic | june 1994

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Snif

Snif | short demo in GFA basic | june 1994

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Garcimore 2 rire

Garcimore 2 rire | joke production with the group Fantasy | january 1995

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The year is 2005, and here comes some new productions on Atari. That's little, but I hope that's just a ( new ) beginning.

ooma

ooma | march 2005 | ranked #1 at the bootsector competition of the Outline 2005

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For the record, on Atari a bootsector takes 512 bytes, among which 30 are used for the settings of the disk ( number of sectors/tracks/sides/... ) and 2 for a CRC. It leaves 480 bytes to do whatever you want. In the current case, that's 2 images of 16x16x4 colours zooming in with some background noise and bells.

square5

square5 | march 2005 | ranked #2 at the 16colours image competition of the Outline 2005

Terra

terra | june 2006 | ranked #2 at the bootsector competition of the Outline 2006

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Voxel landscape with noise a.k.a music. The voxel is rendered as a plasma. Originally the voxels were supposed to be 3 nops wide ( 12 pixels ) but I ran out of time to generate the code and had to stick to the 6 nops version ( 24 pixels ).

Ooma 2

Ooma 2 | may 2007 | released ( too late ) at the bootsector competition of the Outline 2007

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It's the sequel to Ooma. Ooma 2 is an X & Z rotozoom with perspective projection and sample replay.

hiketeia

hiketeia | may 2007 | ranked #2 at the 16colours image competition of the Outline 2007

Productions on PC

At the end of the summer 96 I've had access to a PC with Turbo Pascal ( which I dropped as soon as possible in favor of Watcom C++ ) and another story began :

uryä

uryä | text mode 64Kb intro | november 1996 | ranked #4 at the Wired 96

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pulpina

pulpina | 64Kb intro | february 1997 | ranked #1 at the Volcanic 97

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area

area | demo | july 1997 | ranked #5 at the Wired 97

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Bubble Toast

Bubble Toast | game | august 2004 | presented at the Place To Be 97

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Lucky'n Tigrou Party Invitation

Lucky'n Tigrou Party Invitation | demo-invitation | march 1998 | for the Lucky'n Tigrou Party 98

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32bytes fire effect

32bytes fire effect | september 2004

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Asahikawa - 64b city landscape

64bytes city landscape | january 2007

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I had this idea in mind for almost a year but wasn't sure if it was possible. The result after 12 hours of work is surprisingly good.

32bytes fire effect v2

32bytes fire effect v2 | january 2007

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Time to use the new tricks I learnt into that good old fire effect. This version is 99% glitch free and takes the full screen.

Productions in web browsers

After some time doing JavaScript widgets and effects just for the fun of it, I had to walk in the steps of Shingebis and make the jump to do some real demo productions in JavaScript :

neja

neja | july 2005 | ranked #4 at the Browser demo competition of the Assembly'05

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Neja generate some top-down 24bits BMP images on the fly, yes! Alas to this day, this variant is only well supported by Gecko. It also needs the Flash plugin ... to replay the MP3.

At any time during the demo you can change the size of the rendering area by using the text-size feature of your browser ( including the shortcuts ). You can even move the mouse to control some effects. This demo features the classic effects plus some "heavy" ones like GOURAUD MAPPING, raycasted 3D WORLD with fog, raycasted planes with fog and more.

Djam / BOMB made the music.

Mandelbrot Rotozoom 256b javascript

Mandelbrot Rotozoom 256b javascript | september 2006

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There's been several mandelbrot fractal in 256 bytes in JavaScrcript, but no mandelbrot rotozoom ... till today.

Starfield 256b javascript

Starfield 256b javascript | february 2007

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As far as I know this is the first 3D starfield in 256 bytes in JavaScript. This is a nudge to Nicolas 'Nicomen' Mendoza and his JavaScript demo.

Further optimizations lead to a 209b starfield.

3D TOMB II

3D TOMB II | july 2007

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3D TOMB II is a DOOM-like in 4k of DHTML. Most of the development was done between 2002 and 2004, for the unfortunately cancelled the5k competition. Recently I went in demo-scene-rampage mode with it and optimized the whole thing to fit into the 4k category.

The game features fully textured environment ( walls, floor and ceiling ), generated textures, generated levels, several units and items, a high score system ...

Rubber 256b javascript

Rubber 256b javascript | january 2008

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The recent 256b Twister "war" on C64 intrigued me enough to write a similar effect, a rubber, in 256 bytes in JavaScript.

Tunnex 256b javascript

Tunnel & Scroll Text 256b javascript | may 2008

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This might very well be the first JavaScript 256b with more than one effect. In this case, it's a tunnel effect ( moving and rotating ) and a scroll text.