Buzz #14
29 апреля 1998 |
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Demomaking - demomeykinga history and its traditions.
$ $ $ $ D-MaN $ $ $ $ B $$$$$ $ $ $ $ d $ $ $ b $ $ $ $ d $ $ $ b $ $ $ $ $ $ $ $ $ $ d $ $ $ $ $ $ $ $ $ $ $$$$$ $ $ $ $ $$$$$ $ $ $ $ $ $ $ $ $ $ $$$$$ $ $ $ $ $ $ $ $ $ $ $$$$$ $ $ $ $ $$$$$ $ $ $ $ $ $ $ $ $ $ $$$$$ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $$$$$ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $$$$$ $ $ $ $ $ $ $$$$$ $ $ $ $ $ $ $ $ P $$$$$ $ $ $ $ @ $ $ $ P $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $$$$$ $ $ $ $ $ $ $ $ $ $ (C) Realm Of Illusion '1996 Few of demos, demomaking'a history and traditions. [Peter Sobolev] Often there are discussions about what a a perfect demo, that it should prevail and what should not be general. Without claiming to be the ultimate truth I want to make a few abstracts that I've come to be seen in For a long time, the Commodore 64, Amiga, and now the PC demo scene. History has developed in such a way that the heyday of demomaking'a on each of the three machines slightly crossed. Roughly it looks like this: I. 1987 .. 90 - Commodore 64 II. 1988 .. 93 - Amiga III. 1992 .. 96 - PC In the first era actually began demomaking, - all that done - done 'for fun'. Demos release is not only party but also just - without regard to any events. Lack fido / internet networks (and as a consequence - the inability to widespread use of bases and tools'ov) introduces an element of originality in every demo. Use at loggerheads effects considered a disgrace to the team. The style of this era demos characterized by a large number of artistic elements (Original fonts, drawing pictures, interesting ideas in area of the plot, a large number of different music in separate taken demo). By the end of an era when there were Amiga and PC people started thinking about switching to more powerful machine. Because PC Then do not stand any competition, the choice of most of the demomaker'ov fell on Amiga'y. The second era - an era of prosperity began with the Amiga people was used in his works of the opportunities which the machine was not in the C64. This first rate and iron allows to represent the vector objects in real time, and as more memory and digital audio. Demos purchased a new hue - they were often contain pure vector and 3d 2d part (along with others), usually with the effects of well- synchronized with the music. BBS craze has become widespread and people began to share information. In this particular area it is played sharply negative role. Together with a really good job was already showing a tendency to copy what he saw. Here in intervened case - the company produces Amiga'i was declared bankrupt and bought ESCOM'om. Although it can not be called fatal but it has caused failure of many companies to maintain these machines, sharp decrease the volume of produced software and as a consequence of the fall interest in the Amiga. Thus, some people began to think about moving to another machine that does not address such issues. This machine has become PC. The third period did demomaking _massovym_ enthusiasm. Appearance VGA and SB gave a very strong push in this direction. And again what could be done on the previous machine, steel implemented here. Now the winning factors are speed and memory. As in all other PC hopelessly behind (and still is) on the Amiga, and often even from C64, then all the flaws in hardware speed of offset video / processor. All the same rate provoked demomaker'ov proceed entirely on the 3d effects are forgetting the art, traditions and so forth. Thanks to the widespread use with PC, the mass of programmers' software for it, and most importantly - had already fledged global networks - Anyone reading the literature could download from BBS / FTP sortsov different effects dazzle them together, and unreleased demos. "Become demomaker'om ..." This led to the emergence of giant the number is constantly appearing identical demos that difficult even to watch to the end, not what they get from viewing pleasure. Party quickly turned into a purely commercial activities with cash prizes. Their number began to grow in proportion to the number of demos. This flow releases was simply impossible to even see, let alone evaluate. Demos were released not on the party rarely someone downloaded. Just look at ftp.cdrom.com / pub / demos to rate scale and low quality work. This is the situation abroad and the current day. What does it result can only guess. Declining interest demomaking'y will cause an outflow of "superfluous" people and in theory should cause a new wave of high-quality demos that will be produced those for whom the interest is not casual and permanent. Will hope that it will do so:) Somehow this situation, "they." There is some weak hope that we still be able to avoid such a sad fate. Although releases of demos in xUSSR not too frequent, most of them part is the interesting work. First and foremost it is worth noting that the demo is primarily work of art. Best indication that the demo success, is its success among people far removed from programming. In this sense, it seems a very good comparison demos with video clips (and me with AK Trinity:)). After all clips removed in calculating the estimated mass audience rather than professionals. Also in the demos - if you can see on the screen nice effect, not if you care how this achieved? What is the difference written in the code xor ax, ax mov instead ax, 0 or not? Of course, not everything is straightforward. Bad example practice to use in demos so-called clean Animation (pure animation). In this case, the demo is no longer combination of talent, artist, musician and programmer - demo consisting mainly of packaged recruitment is no longer demo. On the other hand a reasonable combination of animation, along with Code is quite acceptable.
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