Description:
Code / Direction - Navis
With Lifeforce we wanted to make a demo that has a progression and a cyclic narrative.
It starts where Iconoclast, our Assembly 2005 demo, ended.
Lifeforce, like all ASD demos, is almost completely hand made; which means that apart from some static models and textures all model animation, particle effects, post processing, camera paths, synchronizations and everything else that makes this demo has been hard-coded. We believe that it is impossible to deliver a demo of the complexity of lifeforce by using an available demoscripting engine and putting in less work than hard-coding it the way we did in the first place. The code in Lifeforce is based on a very minimalistic 3D engine (a combination of all first 20 or so NeHe tutorials, for example, is a superset of our 3D engine) and heavy use of image processing and shaders.
The demo was written exclusively on an Athlon 3000XP with a geforce FX 5600 ultra.
With Lifeforce we wanted to make a demo that has a progression and a cyclic narrative.
It starts where Iconoclast, our Assembly 2005 demo, ended.
Lifeforce, like all ASD demos, is almost completely hand made; which means that apart from some static models and textures all model animation, particle effects, post processing, camera paths, synchronizations and everything else that makes this demo has been hard-coded. We believe that it is impossible to deliver a demo of the complexity of lifeforce by using an available demoscripting engine and putting in less work than hard-coding it the way we did in the first place. The code in Lifeforce is based on a very minimalistic 3D engine (a combination of all first 20 or so NeHe tutorials, for example, is a superset of our 3D engine) and heavy use of image processing and shaders.
The demo was written exclusively on an Athlon 3000XP with a geforce FX 5600 ultra.
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