[HN Gopher] Procedural 3D mesh generation in a 64kB intro
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Procedural 3D mesh generation in a 64kB intro
Author : nbaksalyar
Score : 224 points
Date : 2023-03-28 02:22 UTC (20 hours ago)
(HTM) web link (www.ctrl-alt-test.fr)
(TXT) w3m dump (www.ctrl-alt-test.fr)
| snthpy wrote:
| Is there a link to the demo on YouTube?
| msk-lywenn wrote:
| There are several links to the cited demos. On the right of the
| pouet page, you can find youtube links.
|
| eg. https://www.pouet.net/prod.php?which=69654
| https://www.pouet.net/prod.php?which=55737
| Cockbrand wrote:
| Yes, it's embedded in the linked first part of the article
| series: http://www.ctrl-alt-test.fr/?p=463
| bloqs wrote:
| https://youtu.be/27PN1SsXbjM
| 77pt77 wrote:
| Always impressed by projects of this kind.
|
| One of the most impressive to me is kkrieger
|
| https://en.wikipedia.org/wiki/.kkrieger
| romwell wrote:
| The tooling they wrote to make this kind of thing is absolutely
| insane too.
| bmitc wrote:
| Do you have any interesting links regarding that?
| codetrotter wrote:
| werkzeug3 source code https://github.com/farbrausch/fr_publ
| ic/tree/master/werkkzeu...
|
| Source release announcement can be seen on an old copy of
| their main page https://web.archive.org/web/20210126032752/
| http://farbrausch...
|
| > Excerpt from the README:
|
| > This is it. Pretty much a history of Farbrausch tools
| 2001-2011. We've been meaning to release all this for ages,
| in various forms, and always ended up not doing it because
| "we'd just have to clean it up a bit first...".
|
| > No more. This is _not_ cleaned up. This is the raw deal,
| some from old hard drives, some fresh from various SVN
| repositories. This is code written for a bunch of different
| versions of Visual Studio. Some of it is really tricky to
| compile, some really easy. There 's some nice clean stuff
| there, other parts are just a complete mess.
|
| > All of this is released either under a BSD license or put
| in the public domain (stated per project). Not that you're
| likely to want to use most of this code, but if you want
| to, we see no reason to keep you.
|
| And they also point out:
|
| > There's still some stuff missing (most prominently
| Werkkzeug 4) but we'll add this in the near future.
|
| Here are some screenshots of werkzeug4 from some 2010
| blogposts of theirs:
|
| https://web.archive.org/web/20160327151958/http://farbrausc
| h...
|
| https://web.archive.org/web/20140815053110/http://www.farbr
| a...
|
| https://web.archive.org/web/20140815053104/http://www.farbr
| a...
|
| https://web.archive.org/web/20140815053104/http://www.farbr
| a...
|
| https://web.archive.org/web/20140815053100/http://www.farbr
| a...
|
| https://web.archive.org/web/20140815053058/http://www.farbr
| a...
|
| https://web.archive.org/web/20140815053113/http://www.farbr
| a...
|
| https://web.archive.org/web/20140815053113/http://www.farbr
| a...
|
| https://web.archive.org/web/20140815053113/http://www.farbr
| a...
|
| You can see more pictures, and accompanying texts in the
| blog posts at https://web.archive.org/web/20140815050229/ht
| tp://www.farbra...
|
| Tangentially, from their FAQ:
|
| > why does this website look so familiar?
|
| > we want to thank the pouet team for allowing us to rip
| their web design and graphics.
|
| > shaping our groups homepage in the style of pouet is
| surely confusing and a little bold, but we could not resist
| the temptation
|
| https://web.archive.org/web/20140815045911/http://www.farbr
| a...
| jariRG wrote:
| https://fgiesen.wordpress.com/2012/04/08/metaprogramming-
| for... But there's more:
| https://fgiesen.wordpress.com/category/demoscene/
| khm wrote:
| https://github.com/farbrausch/fr_public is the best place
| to start
| kfrzcode wrote:
| Holy, that brought me way back; direct line of nostalgia to my
| veins please thank you
| _the_inflator wrote:
| If you are interested in learning demoscene stuff, Revision 2023
| which is about to take place in roughly two weeks, features some
| workshops in this regard also available as online streams.
| rustybolt wrote:
| Looks cool, any seminars/talks you recommend? Also, do you need
| a ticket to "attend remotely"? I can't find the answer on the
| site (it mentions a remote ticket but also that it's
| specifically for participating in competitions and voting).
| laurentlb wrote:
| You don't need a ticket to watch the streams. A ticket is
| needed if you want to take part in competitions (submit your
| own production) or take part in the votes.
|
| For seminars, I'd suggest to take a look at seminars from
| previous years. They are on YouTube
| (https://www.youtube.com/@revisionparty/playlists) and you
| should be able to find something that matches your interest.
| laurentlb wrote:
| +1 to attending Revision 2023 (in Saarbrucken or online):
| https://2023.revision-party.net/
|
| I'm the author of the article, and I'll be at Revision. I'll
| give a seminar on shader minification -- another topic not
| discussed in the article.
| codetrotter wrote:
| Will there be open live streams for everyone to access this
| year also? I watched Revision live during most of the event
| and it was definitely a high-point for me. I want to go in
| person also some time, but not this year.
| laurentlb wrote:
| Yes.
| codetrotter wrote:
| Awesome :D
| kimburgess wrote:
| On the topic of demo, honestly one of the communities I miss from
| the twitter downfall is one tweet shaders. As someone without a
| graphics background, almost everything on
| https://nitter.net/search?q=%23tsubuyakiGLSL is straight up pure
| magic.
| laurentlb wrote:
| You might enjoy checking https://www.shadertoy.com/. The
| shaders there are likely to be longer than a tweet, but that
| also means they're more readable and it can be a good way to
| understand how they work.
| pdpi wrote:
| And, if we're suggesting Shadertoy, this video by one of its
| creators is probably worth watching:
|
| https://www.youtube.com/watch?v=8--5LwHRhjk
| 77pt77 wrote:
| They have an Android app.
|
| https://www.shadertoy.com/view/4ldSRN
| ar9av wrote:
| Wow, I've bookmarked the article for future reference, this is
| all very cool! I have been working in OpenGL recently on
| procedural meshes, particularly with L-Systems. My method for
| drawing branching structures was basically the same as the
| "Extruding" action the article talks about. The rotating of the
| splines around an axis is very clever! I am definitely going to
| use that.
| laurentlb wrote:
| L-Systems are indeed a very good way to get started. We didn't
| mention it in this article, but it could have been part of the
| first section. Our demo with cubes intensively used L-systems
| to organize and animate the cubes (it was briefly mentioned in
| the making-of - https://www.ctrl-alt-test.fr/2010/behind-
| incubation/).
| unwind wrote:
| Amazing.
|
| The intro was released in 2017, so the title might need a tag.
| Not sure about the article, couldn't easily find a date.
|
| Does anyone know what the assumed rendering technology is? It's a
| Windows executable, so I guess it can use any Windows APIs for
| rendering and audio? Direct3D?
| TonyTrapp wrote:
| > The intro was released in 2017, so the title might need a
| tag. Not sure about the article, couldn't easily find a date.
|
| At the bottom of the article, it mentions that it was released
| a few days ago.
| richardjam73 wrote:
| I found a github repository but it only goes A to F whereas in
| the demo in the article is a H.
|
| https://github.com/laurentlb/Ctrl-Alt-Test
|
| Looking at F it appears to use OpenGL
| laurentlb wrote:
| The intro was released in 2017. We published the first part of
| the making-of in 2018 (it was discussed on HackerNews here:
| https://news.ycombinator.com/item?id=16842576). A few days ago,
| I remembered I had an unpublished draft for meshes and decided
| to finalize it.
|
| We use OpenGL for rendering and the code is written in C++. We
| published the source code of other intros of GitHub. For
| example, this one should give you a good idea of how we do it
| (although we modernized our engine since that):
| https://github.com/laurentlb/Ctrl-Alt-Test/tree/master/F
|
| For the audio, we used the synth 64klang -
| https://github.com/hzdgopher/64klang
| unwind wrote:
| Great clarifications, thanks a lot!
| andrewstuart wrote:
| It doesn't say what the environment is.
|
| 64K Commodore 64?
| corysama wrote:
| In the demoscene, 4K and 64K "demos" are common conventions.
| They refer to programs that utilize built-in system libraries +
| 4 kilobytes or 64 kilobytes of custom code with no additional
| data.
| whizzter wrote:
| People more often talk about "4k intros" or "64k intros" to
| be clear (intros being size-restriced demos), often retro-
| people at events also but then people talk about the "C-64"
| in those cases (and the technologies and capabilities used is
| so different that it's hard to confuse the two in practice).
| iamevn wrote:
| Windows (presumably x86)
| whizzter wrote:
| The article yes, many people use linux,osX or BSD though so
| some productions using them pop up from time to time even if
| the majority is windows based. Some people do 64k's (or
| 40k's) for old Amiga computers also but those have other
| constraints so generated meshes aren't as popular.
| laurentlb wrote:
| It's for PC Windows (x86).
|
| You need a somewhat recent machine to run it, but my 7 year old
| laptop is doing fine.
|
| Estimated required spec for the graphics: NVidia GTX 680
| (recommended: GTX 970 or equivalent) with 1GB VRAM.
| sylware wrote:
| I wonder how to train a large neural net in order to "diffuse" 3D
| mesh and animations.
| egypturnash wrote:
| If you wanted to use this for a 64k demo then your next trick
| would be figuring out how to cram it into less than that - you
| need room for all the code that actually _uses_ the models, as
| well as the sound, sequencing, and whatnot.
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