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- Pureness
-
- Enter the age of contemporary demos...
- demos with a mood...
- 'Pureness' has a mood,
- and it'll set you in that mood when you watch it....
-
-
-
- System requirements
- ===================
-
- * i486DX (yes, 386 is too slow that I'd rather you not watch it)
-
- * DOS in Real Mode (that is, remove EMM386,QEMM etc and boot with only HIMEM)
-
- * 580Kb base RAM, 1024Kb XMS (extended memory)
-
- * VGA (Local Bus or PCI Bus VGA is highly recommended)
-
- * 3.3 megabytes of harddisk space
-
- * Gravis UltraSound (512Kb) is required for music
-
- * A peaceful mood.
-
-
- Note:
- You should have these in PURENESS.ZIP:
- 1.PURENESS.EXE 265862 bytes
- 2.PURENESS.DAT 2815568 bytes
- 3.NEVER .S3M 230568 bytes
- 4.WATERLOG.IC! 0 bytes
- 5.PURENESS.NFO 12224 bytes
- 6.WLOGIC .NFO 2453 bytes
-
- If the the filesizes you have does not match here, you might want to run
- your virus scanner....
-
-
-
-
- About 'Pureness'
- ================
-
- It all started about 10 months ago when I heard about 'The Scene 95'.
- As I have been fascinated by demos I've seen from European countries (Unreal,
- Crystal Dreams, Panic etc), I asked myself, 'Why not give it a try?' and a
- friend supported that idea, and thus the decision was made.
- Many will think spending 10 months on such a impractical goal is
- absurd, but I think it's worth every single minute of it. A personal challenge
- is one of the reasons I made this demo.
- During the making of PURENESS, the Singapore demo scene was rather
- stagnant, there were only 3 active groups, and some groups with a name but
- no productions, and most modemmers didn't even know what a demo is. I think
- it's about time we move on to learn to appreciate this special art of
- visualizing a person's imagination by means of REALTIME computer graphics.
- I emphasize the term 'realtime' becoz this is what demos are all about.
- With little practice, most of us can use ready made animation softwares like
- 3D Studio and PhotoShop Premiere to create some impressive graphics, but demos
- are different, the effects are produced at runtime, using state-of-the-art
- coding skills to exploit the powers of the CPU, and so the quality of the
- effect is directly dependent on the coder's mastery of his skill. Not to
- be ignored is the design of that effect. As someone said before, 'A good
- design can make a lousy routine look good, likewise, a poor design can make
- a good routine look lousy.'
- In this attempt to make a demo that hopefully can symbolize what
- Singaporeans are capable of in making demos, I've flunk my studies (awhile),
- foregone social activities for a long while (too long...), and put aside many
- other plans that I have. The entire demo has about 20,000+ lines of C and
- Assembly codes. All of which are made from scratch. Of coz along the way, a
- few generous individuals have kindly shared their knowledge with me, I really
- appreciate that, you know who you are... Equally important are my friends that
- shared those moments of blues with me, I can't thank you enough...
-
-
-
- Credits for 'Pureness'
- ======================
-
- .All the codes and concepts was by me (Rex Deathstar), except the sound system
- which was originally MIKMOD v2.03. (Thank you Jean!)
-
- .All the graphics (title pages, sketches) was done by Agen.
-
- .All the music was composed by Zane.
-
-
-
-
- Some technical details of 'Pureness'
- ====================================
-
-
- =STARGATE=
- The wormhole uses a 256x256 seamless texture to make it more
- detailed than most other wormholes you've seen before.
-
- =TRANPARENT PLASMA=
- This plasma is just an extension of the common plasma by using a
- transparent bitmap acting as a backdrop.
-
- =IMAGE WARP=
- This routine also uses a 256x256 seamless texture which was
- created by embossing a landscape heightfield.
-
- =TEXTURE MAPPING=
- A simple textured cube using a 128x128 bitmap. Seems like transparency makes
- this otherwise common routine look unique.
-
- =PHONG SHADING=
- The face has 550 vertices and 1039 facets, which was converted from a
- 3DStudio mesh file.
-
- This part is not really a faked phong as many might think, it is instead an
- improved method of angle interpolation which detects highlights that fall in
- the middle of a polygon by differencing the reflection vectors.
-
- =PHONG TEXTURE=
- The torus has 256 vertices and 512 facets.
- The texture used to map this torus is the same one as in IMAGE WARP.
-
- While trying to make it transparent, I did not use the standard 16 colors by
- 16 shades method but a phong-intensity and texture matrix lookup, thus making
- it much slower than it could be, but I think the effect was worth it.
-
- =PHONG MOTION BLUR=
- The Venus (Goddess of Love) statue has 712 vertices and 1396 facets.
-
- This motion blur technique came to me in my dreams, it can do 256 levels of
- motion blur with 4 pixels in 5 instructions with edge detection, thus
- eliminating redundant calculations.
-
- =FLUID DYNAMICS=
- True fluid simulation using real fluid dynamics equations.
-
- A special thanks to ARM/Iguana for providing the equations.
-
- Arturos, it seems to do standing waves and interference by itself! :)
-
- =FLIGHT OF FREEDOM=
- This sky-mapping and ocean-mapping uses ray-casting technique.
-
- Depth shading was not implemented but instead reflection mapping was used
- in the ocean-mapping. You'll need to look closely to see the clouds being
- reflected on the ocean.
-
-
-
-
-
- WaterLogic greets:
-
- MysTiCal Mode XIX Pandemonium PowerSurge
- Renegade Access Denied Admire Anarchy PC
- Avalanche Cascada Capacala Complex
- Darkzone Dust Epical Extreme
- EMF Future Crew Gollum Iguana
- Impact Infiny Jeskola! Legend Design
- Majic 12 Nooon Orange Prime
- Renaissance Surprise! Prods. Tran Triton
- Valhalla Xography
-
- And all others out there!
-
- A special note to RENEGADE:
- I am utterly disgusted by the way you guys rip other people's routines and
- hope to fool the unsuspecting people. It is simply a shameless act.
-
-
-
-
-
- Rex Deathstar says 'Hi' to (no particular order):
-
- Ken, BaoXiong, Jacqueline, Christine, XiangLin, Cathy, Emileen,
- Yap Sieh Roy, Kevin Ng, Kerry Ho, Brandon Shen, Kor Kian Wei,
- Vincent Wei, Tan Thor Jian, Ng Cheng Kiang, Alvin Tan, Simon Yap,
- Gerry Tan, Ng Pei Sin, Nicholas Chan, Ang Pet Chean, Chris Wong,
- Eric Scorpio, Choo TianWei, Vieve Low, Chew Teck Siong, Richard Chai.
-
- ARM/Iguana, JCAB/Iguana, JARE/Iguana, Tim Clarke (Stoned Cat),
- Stefan Pettersson, Loot/Triton, Jmagic/Complex, Reward/Complex,
- HADES, John Smith/Advanced Gravis, Jean Paul Mikkers/MikMod
-
- And too many others that I forgetfully left out...
-
-
-
-
-
-
-
-
-
- About the demo party 'The Scene 95'...
-
- This is the first demo party Singapore ever had, and the first one I ever
- attended. It wasn't quite as what I had expected, but nonetheless, it was fun.
-
- 12.35PM:
- I arrived at the party place, Seaview Hotel with 2 friends, Emileen and YewJin.
- It was rainly heavily. We sat in the lobby while waiting for the organisers
- to arrive. I was testing my demo on YewJin's laptop and Emileen was reading a
- book when part of the organising team arrived with PCs, monitors and MIDI
- equipment.
-
-
- 1.50PM:
- I continued testing the demo while they went to the party room to setup the
- hardware, which took much longer than expected. Party goers started coming
- in and the organisers were still fiddling with the compo PC. Eventually, the
- PC was fixed and we ran a crash beta-test of all the demo entries. The display
- was a 256-color LCD projector which I think really messed up the colors.
-
-
- 2.30PM:
- Half on hour into the actual starting time, the demo compo finally started,
- first to appear was 'Shades of Gray' by Mode XIX, there were some fast 3D
- pixels and alot of plasma. Kevin Ng made a cool joke statement 'No phong, but
- there's gouraud' and a blue gouraud cube came on. Then came 'Raven' by
- Renegade, the music was FC-like, and on the second part, I saw a 3D texture
- wave that looked just like what Jare/Iguana has released source codes for,
- and that was a real turn-off. The second last part was introduced by these
- words, 'The next part is gonna kill you...', which turned out to be a virtual
- world. It did kill me by the slowness and long-windedness of this part, which
- was reused in their previous demo 'CLASSIKA'. Then it was my demo 'Pureness's
- turn to take stage. Everything ran fine, but the colors were marred by the
- lousy LCD projector. After 10 minutes, when the last part, ray-casting, came
- on, I thought it was a perfect run, then the screen started fading off 2 bars
- before the music ends, which was very disappointing. It might have something
- to do with the bus speed of the demo PC. Next came 'Rush' by Mode XIX (yeah,
- 2 entries! ;). Well, everything was a rush, and I really couldn't recall
- anything except some inteference circles and the part where a tweaked-mode
- fooled the LCD projector and nothing showed on the screen. The final entry
- was 'Enchantment' by MysTiCal. There were some lengthy parts but I liked the
- part where a jigsaw puzzle was assembled at runtime, which turned out to be
- a cool picture of a landscape rendered in VistaPro and the group's logo on it.
-
- Taking into account that the demo scene here is in it's infancy, I guess that
- the demo compo was a good start. Hopefully more groups will join in and we can
- really get the scene rolling.
-
-
-
- 3.30PM:
- The music compo starts. I don't recall the order of the songs played, but
- I know there were 7 entries, 3 of which were fast techno beats. I especially
- liked 'Never' by Zane, which was the song I used in my demo entry 'Pureness'.
- It was not those songs that capture you at once, but after awhile of
- listening, it sinks into you and you start to like it. 'Misty Hearts' by Ng
- PeiSin was a cool contemporary piece which was very pleasant to the ears.
- 'Body Language' by Zane (yeah, 2 entries and one arrangement by Zane! ;)
- was a little funky and very sexy tune. 'Ecstasy' by DataLunch (heh, this coder
- for Mode XIX knows music too! :) was 'ecstatic' as the same repeating bass
- patterns really creeps up your spine! The 2 remaining tunes were techno
- songs by Renegade, the beats are cool, but there weren't recognizable melody,
- making them another of those disco songs. 'Pureness' by Martin Chen was
- originally made for my demo, but I felt it was too 'flowery' and did not
- fit well with the demo. It was arranged by Zane (again? :) and lengthened to
- about 8 minutes (for the demo). Although I liked the piano melody, it felt
- long-winded.
-
-
- 4.30PM:
- The organisers were busy collecting votes and the judges were making their
- decisions. The crowd went for a tea-break and I went around meeting new
- friends. The live MIDI band performance was unfortunately cancelled due to
- some technical problems, and there were no interest in the network DOOM compo
- so it was cancelled as well. The demo group leaders were somehow invited by
- the organisers to give a small talk to the audience, which I think Kevin Ng
- of Mode XIX gleefully accepted. When it was my turn, I didn't say much as I
- was too tired (trying to complete the demo in time), but one thing I had
- wanted to say, and said, was to thank my parents for all they have given me.
-
-
- 5.30PM:
- It's time to announce the results. Tension builds up as Roy of MysTiCal went
- up with the results. For the music compo, 'Never' by Zane came in first,
- 'Misty Hearts' by Ng Peisin was second and 'Pureness' by Martin Chen and Zane
- finished third. I was surprised the audience liked 'Never' so much after
- only hearing twice. As for the demo compo, 'Pureness' by WaterLogic got
- first place, 'Raven' by Renegade was second, and 'Shades of gray' by Mode XIX
- came in third. It was a wish come true for me as this 10 month effort paid off
- and I can have a long-overdue rest. I thank all who voted for 'Pureness' and
- the organisers and sponsors for making the demo party a reality.
-
- See ya in 'The Scene 96'!
-
-
-
-
- Signed,
- Rex Deathstar/WaterLogic
-