[HN Gopher] Demoscene accepted as UNESCO cultural heritage in Th...
       ___________________________________________________________________
        
       Demoscene accepted as UNESCO cultural heritage in The Netherlands
        
       Author : Vinnl
       Score  : 810 points
       Date   : 2023-07-05 08:32 UTC (14 hours ago)
        
 (HTM) web link (demoscene-the-art-of-coding.net)
 (TXT) w3m dump (demoscene-the-art-of-coding.net)
        
       | bayindirh wrote:
       | This is great to hear. Demoscene is one of the most influential
       | things I have came across my entire life, and changed how I code
       | forever.
       | 
       | I remember watching Farbrausch's "fr-08 .the .produkt" [0] when
       | it came out and telling myself "If a computer can do this with
       | 64KB of data, at this speed, my programs should be able to do the
       | same, or at least shall be close". I was forever poisoned at this
       | point, and this simple sentence shaped my whole academic life and
       | career.
       | 
       | [0]: https://www.pouet.net/prod.php?which=1221
       | 
       | P.S.: Rewatching it, again, for the _n_ th time. Hats off to
       | chaos, fiver2, kb, doj, ryg & yoda.
       | 
       | P.P.S: I show people YouTube version of Elevated
       | (https://www.pouet.net/prod.php?which=52938), and ask them to
       | guess the binary size rendering this thing in real time. The
       | answer blows everyone's mind, every time.
        
         | scoot wrote:
         | The YouTube video in question: https://youtu.be/eGdUDGo2Gxw
         | 
         | The title says 4kb, but I assume it's 4KB, which is impressive
         | but not mind blowing for a procedurally generated landscape.
        
           | bayindirh wrote:
           | Considering you have the music, lighting, texture changes and
           | everything else, it's still indeed impressive for a
           | procedurally generated landscape.
           | 
           | It might not be the most impressive demo tech-wise, but it's
           | one of the best executed ones, and it matters.
           | 
           | Also it's the second most loved prod in pouet.net, which
           | means something.
        
           | squeaky-clean wrote:
           | When I download it, it's indeed 4KB not 4kb. I still think
           | it's really impressive for the entire demo though. It's not
           | just a procedurally generated landscape, it's the camera and
           | scene changes, it's the lighting, the spotlights and music.
        
           | pavlov wrote:
           | Since you're a stickler for capitalization, do note that the
           | SI prefix for kilo is a lowercase "k". And if you're talking
           | about 2^10, the recommended prefix is "Ki".
           | 
           | So it's either 4kB (4000 bytes) or 4KiB (4096 bytes).
        
             | jazzyjackson wrote:
             | I think some people use kb for kilobits and KB for
             | kilobytes, which is maybe a bad convention, taken from kb/s
             | 
             | why throughput is bits and storage is bytes I might never
             | understand, probably has something to do with baud
        
         | mdp2021 wrote:
         | > _If a computer can do this with 64KB of data_
         | 
         | If you like that kind of "compression", I hope you know Linus
         | "lft" Akesson's "A Mind Is Born": 256 bytes.
         | 
         | https://linusakesson.net/scene/a-mind-is-born/
        
           | bayindirh wrote:
           | I know this. It's also very impressive, and coded on a C64
           | IIRC (checked the page, yes).
           | 
           | This demo is more on the side of "do magic and observe
           | output", rather than "let's make something looking normal in
           | an impossible way" (i.e: elevated) or "let's make something
           | impossible possible" (i.e. 8088 MPH [0]).
           | 
           | All three kinds are equally impressive in my book, yet I
           | prefer the latter ones more.
           | 
           | My main takeaway from Demoscene is not "compression", but the
           | possibility of writing code which performs very well, and
           | what I found is, it's not very hard to do at the end of the
           | day. You just have to be mindful about what you're doing, and
           | how that thing called computer works under the hood.
           | 
           | [0]: https://www.pouet.net/prod.php?which=65371
        
             | mdp2021 wrote:
             | It is at the same time "knowing your instrument quite well"
             | and "be able to produce quality [at structural level]" and
             | "be able to produce quality [at final output level]".
        
             | tremon wrote:
             | _My main takeaway from Demoscene is not "compression"_
             | 
             | Compression is still a big part of it, just not in the
             | "take the original data, minimize it and reproduce it
             | later" sense of the word. The procedural generation
             | employed by these demos is still a form of compression: the
             | highly-specialized decompressor needs only a few bytes of
             | information to create the intended effect (texture or
             | shape).
             | 
             | If anything, it shows how much compression can be achieved
             | if the decompressor can be tuned to the data domain, as
             | opposed to general-purpose compression algorithms.
        
               | mdp2021 wrote:
               | It is not just a matter of information science in terms
               | of "how can one concisely describe the object - that
               | would be the strict informational content", but also
               | clever procedural method to generate an output starting
               | from the specifications of a machine.
               | 
               | In the case of the Farbrausch procedural generation, a
               | chaining of parametrized modules creates the textures
               | etc. - as those who have played with their generation
               | system, ".werkkzeug", know directly ( .werkkzeug1, 2004:
               | https://www.pouet.net/prod.php?which=12511 ; .werkkzeug4,
               | 2019? : https://www.pouet.net/prod_nfo.php?which=91144 )
               | 
               | In the case of flt's "A mind is born", several efficiency
               | techniques are used - overlapping of palette and SID
               | registers etc., but especially notable could be that the
               | melody is generated by a sequence-after-seed process
               | (Linear-Feedback Shift Register), where the seed is
               | chosen so that a good melody is returned ( full
               | explanation of the code:
               | https://linusakesson.net/scene/a-mind-is-born/ )
        
             | immibis wrote:
             | > My main takeaway from Demoscene is not "compression", but
             | the possibility of writing code which performs very well
             | 
             | This 100%. It's not exclusive to demoscene, but demoscene
             | is certainly yet another inspiration to write lean apps.
             | (The performance of Electron is another :) )
             | 
             | I'll never ever be able to work for an AAA game company
             | because I couldn't stomach dumping 100GB of raw texture
             | data onto someone's hard drive.
        
               | cinntaile wrote:
               | Why waste clock cycles decompressing those textures
               | instead, especially considering the rise of DirectStorage
               | and similar technologies?
        
               | immibis wrote:
               | Why waste clock cycles and storage and bandwidth carrying
               | around 100GB of textures that you don't need most of the
               | time?
        
             | [deleted]
        
           | noduerme wrote:
           | "compression" is sort of a weird way of describing it,
           | though, when the primary goal is to make something extremely
           | small (not to take something extant and compress it).
           | 
           | Not a knock on demos at all! (the originals handed around on
           | floppy disks also inspired me to become a coder in the early
           | 90s). Just saying that it's different to try to make the most
           | amazing thing you can in a wide open 4k than it is to start
           | with something 16k and try to reduce it.
        
             | DonHopkins wrote:
             | Will Wright Discusses the Demoscene:
             | 
             | https://www.youtube.com/watch?v=m7iuFVmTJus
             | 
             | >You can take any piece of content in the game, and imagine
             | an algorithmic solution to it. Or also, you know, a way
             | that the player could customize that object of thing.
             | 
             | >There's this group in Europe called the Demoscene that
             | make these very elaborate demos for a computer that fit
             | into very tiny little memory blocks, you know like 64K of
             | memory, and you run the thing, and in fact it
             | algorithmically generates about 100 megabytes worth of
             | data, you know these rich 3D environment, generated music,
             | generated wave files, generated animation.
             | 
             | >And they're developing techniques to generate, you know,
             | huge amounts of interesting data, with very very simple,
             | elegant, compression algorithms.
             | 
             | >And this is a skill that game developers used to have,
             | back in the 8-bit days. That was the only ways to do a game
             | like Karateka(?), was to find all these little tips and
             | tricks to compress things and generate them
             | algorithmically.
             | 
             | >But since the CD-ROM came out, and very cheap hard drives,
             | storage is cheap, so basically we've lost that skill set,
             | and now we attack all those problems with brute force. I
             | think we've lost something by dropping that skill set.
             | 
             | The Future of Content -- Will Wright's Spore Demo at GDC
             | 3/11/2005: What I learned about content from the Sims.
             | ...and why it's driven me to procedural methods. ...And
             | what I now plan to do with them. Talk by Will Wright, Game
             | Developers Conference, 3/11/2005.
             | 
             | https://donhopkins.medium.com/the-future-of-content-will-
             | wri...
             | 
             | >Algorithmic compression.
             | 
             | >Games consist of a mix of code and data. Computers use
             | code to compress data. The ratio of code to data has
             | changed over time.
             | 
             | >Games used to be mostly code and very little content, so
             | compression was important.
             | 
             | >CDROM is the medium that was the death knell for the
             | algorithm.
             | 
             | >Myst was a very elaborate and beautiful slide show, with a
             | vast amount of data. It looked like they had a great time
             | building this world. Building the world is a fun game in
             | itself.
             | 
             | >At the other end of the spectrum from CDROMs: The Demo
             | Scene. Algorithmic compression of graphics and music.
             | 
             | Will Wright GDC 2005 Spore (The Future of Content)
             | Remastered: 6:18
             | 
             | https://youtu.be/ofA6YWVTURU?t=378
        
               | rideontime wrote:
               | CD-ROM didn't make Myst a no-brainer, as Rand Miller
               | discusses in this excellent Ars Technica piece:
               | https://www.youtube.com/watch?v=EWX5B6cD4_4
               | 
               | More info in the extended cut starting at this timestamp:
               | https://youtu.be/5qxg0ykOcgM?t=3465
        
             | mdp2021 wrote:
             | > _a weird way of describing it_
             | 
             | Hence the bunny quotes. Not really <<mak[ing] something
             | extremely small>>, the idea is to _pack_ as much wonder
             | value as achievable in as as little resources as possible.
             | 
             | You can use 'compress', as long as the need to interpret as
             | needed is held - the term is legitimate for the idea of
             | e.g. "pressing together" what would normally be the content
             | of a wardrobe in a suitcase.
        
         | exitb wrote:
         | That thumbnail for Elevated is an order of magnitude bigger
         | than the demo.
        
         | davrosthedalek wrote:
         | For me, it was Second Reality from FutureCrew. Highly recommend
         | it. Great soundtrack, awesome scenes for the time.
        
           | dicroce wrote:
           | Second Reality by Future Crew, Timeless by Tran, so many good
           | ones from this era.
        
           | 29athrowaway wrote:
           | The pre-GPU era and retro computer competitions like Amiga
           | has many jewels.
           | 
           | The GPU powered demos are impressive in a different way.
        
             | anonzzzies wrote:
             | RSI Megademo. Lovely.
        
           | qingcharles wrote:
           | Second Reality will always be peak demoscene for me.
        
           | Cthulhu_ wrote:
           | That one seemed really widely distributed, iirc we got our
           | copy off of a CD from a computer magazine at the time. Really
           | cool, and it ran on most people's PCs. I wouldn't be
           | surprised if that was the first time seeing 3D rendering on
           | PC, after Wolfenstein anyway. Actually, Wolfenstein was 1992,
           | Second Reality was 1993; Wolfenstein had just the 3d-looking
           | environments, Second Reality had 3D models / polygons and the
           | like.
        
             | qbasic_forever wrote:
             | Not just the 3D but the other effects were pretty
             | impressive too with second reality. It looked like an Amiga
             | demo but ran on a plain old VGA graphics hardware which
             | didn't have any of the dedicated graphics effects (sprites,
             | zooming, color bars, etc.) that Amiga machines were capable
             | of creating in hardware.
        
               | smokel wrote:
               | Prepare to be amazed and watch "Copper" by
               | Surprise!Productions (1992) [1]. It has hardware zooming,
               | vertical and horizontal copper bars, and even a
               | horizontal wobble all on a regular VGA card (although not
               | many cards or emulators support it)!
               | 
               | One interesting VGA hardware effect in this context which
               | I have not seen in any demo, is to change the character
               | width from 8 to 9 pixels _during_ a horizontal scanline.
               | The trick is to use RDTSC to estimate the pixel position,
               | with which you can create a nice wobble effect in text
               | mode. Obviously, this requires a Pentium or higher, and
               | at the time this became possible, text mode was rather
               | outdated.
               | 
               | [1] https://www.pouet.net/prod.php?which=2048
        
           | DoneWithAllThat wrote:
           | Worth mentioning that the members of Future Crew later
           | founded Remedy, makers of Alan Wake, Max Payne, and Control.
        
             | davrosthedalek wrote:
             | And I think they created Futuremark (company behind
             | 3Dmark), and some other companies.
        
             | filoleg wrote:
             | Wow, I had no idea, but am not entirely surprised.
             | 
             | Anecdotally, my Pentium 3 machine (forgot what GPU it had,
             | sadly) back in 2004 was struggling with most modern (for
             | the time period) games that had even a hint of graphical
             | fidelity. Max Payne 2, on the other hand, looked
             | mindblowing and ran like butter.
        
               | bitwize wrote:
               | So many great game studios were founded by demosceners:
               | Rockstar North, EA Dice, Starbreeze Studios to name a
               | few.
        
         | tensor wrote:
         | It was also hugely influential to me. I think seeing what is
         | possible with extreme achievements like this can really be
         | motivating. It's probably what spurred me to learn C and
         | assembly during high school.
        
         | bitwize wrote:
         | Even John Carmack these days says the goal of a programmer is
         | to deliver value, not write the tightest leanest code possible.
         | If the fastest, cheapest way to deliver value is with Electron,
         | you fucking use Electron.
         | 
         | Demoscene stuff is fun, and cool, but it's a hobby. It doesn't
         | reflect how software is developed and deployed in the real
         | world.
        
           | bayindirh wrote:
           | You might be holding my comments wrong.
           | 
           | You're right, when developing a product, the goal is to
           | deliver the product and value, however a programmer who likes
           | their job doesn't develop products all the time, they also
           | improve themselves.
           | 
           | What I found is, studying "The Machine" and its details, and
           | trying to write exceptional code, improves the "daily,
           | mundane" code, too. Because you know what to do, and how to
           | do it better.
           | 
           | In other words, if Demoscene is F1 racing, and you have the
           | chops to design vehicles which can compete there, the
           | technology you develop trickles down to your road-going
           | designs, and improve them, too.
           | 
           | While I was writing my Ph.D. code, knowing the peculiarities
           | of the machine allowed me to write very efficient and fast
           | code in the first go, and the code can saturate the machine
           | it's running on extremely well. To put in context, I was able
           | to evaluate 1.7 million adaptive Gaussian integrations per
           | second, per (3rd generation Intel i7) core. That code scales
           | almost linearly until memory controller chokes because of the
           | traffic (incidentally this happens after I saturate all the
           | cores).
           | 
           | This code has no special optimizations. A single, naive,
           | multithreaded implementation which I spent half a day
           | designing it, that's all. There are all kinds of
           | optimizations I can do to speed this a bit further, but since
           | it's fast enough, I didn't bother.
           | 
           | At the end of the day, I'm an HPC sysadmin and developer. I
           | inhale hardware and exhale performance. While there's a value
           | to be delivered, it's extreme speed in my case. Because that
           | speed saves days in research time, not milliseconds.
        
         | HeavyStorm wrote:
         | fr-08 sits in a prized place in my storage for two decades.
         | It's one of the most incredible demos ever.
        
         | londons_explore wrote:
         | Put that 64kb exe file into a zip file, and it becomes 62
         | kilobytes...
         | 
         | Clearly there was a little more space they could have eeked
         | out!
        
           | rideontime wrote:
           | Just enough space to fit some zip-decompression code? (I have
           | no idea how much space that would actually take tbh)
        
             | Warputin wrote:
             | Yeah I think that's the reason it didn't happen ;) not
             | saying it's impossible to make in less than 2kb, but it
             | would have to be around 1kb to make it really worthwhile,
             | so they could squeeze in more content.
        
               | londons_explore wrote:
               | They already have a compressor/packer - so this 2kb
               | represents space 'left on the table' by that packer
               | (either due to the algorithm being bad, or the packer's
               | decompressor being big).
               | 
               | Considering ZIP normally uses deflate, which is LZ77 +
               | huffman. LZ77 is super simple and can be implemented in
               | ~30 bytes of code. Huffman tables are fairly simple, but
               | I can't easily visualize some assembly instructions to
               | implement them, however arithmetic coding in all cases
               | exceeds huffman's performance, and can be implemented in
               | about 60 bytes of code. Total = 90 bytes to save 2
               | kilobytes. Seems worth it.
               | 
               | Note that both these decompressors will be awfully slow,
               | but for just 64 kilobytes of input data I don't think
               | that'll be an issue.
        
         | dharmab wrote:
         | I often repeat to myself "Chrono Trigger fit into 8M. Chrono
         | Trigger is a better piece of software than anything I have ever
         | made. Why should my code need any more?"
        
           | aquova wrote:
           | You may need to cut back, Chrono Trigger was a 4M game, your
           | code needs to fit in half the space that you thought :p
        
         | Gordonjcp wrote:
         | It's old and it still blows me away.
         | 
         | I've seen movie CG that looks way way shittier, that's ten
         | years newer.
        
         | dasl wrote:
         | elevated youtube link :
         | https://www.youtube.com/watch?v=jB0vBmiTr6o
        
       | FooBarBizBazz wrote:
       | It isn't quite as classic(?) as some of the others, but I
       | remember being blown away by Exceed's Heaven7. The fact that you
       | could do all that raytracing in real-time just amazed me.
       | 
       | https://www.pouet.net/prod.php?which=5
       | 
       | (I have to admit I probably turned the text off though...)
        
       | pixelpoet wrote:
       | Great news! Best art thing to ever spontaneously appear, if only
       | it were a thing in South Africa in the 90s :/
        
         | smokel wrote:
         | Perhaps it was? This list on Pouet shows a few demo groups and
         | releases from South Africa:
         | 
         | https://www.pouet.net/lists.php?which=221
        
         | skrebbel wrote:
         | Denthor, author of a famous series of democoding tutorials from
         | the late nineties [0] was from South Africa
         | 
         | [0] http://www.textfiles.com/programming/astrainer.txt
         | 
         | (key quote:)                   [  There they sit, the
         | preschooler class encircling their           mentor, the
         | substitute teacher.        "Now class, today we will talk about
         | what you want to be           when you grow up. Isn't that
         | fun?" The teacher looks           around and spots the child,
         | silent, apart from the others           and deep in thought.
         | "Jonny, why don't you start?" she           encourages him.
         | Jonny looks around, confused, his train of thought
         | disrupted. He collects himself, and stares at the teacher
         | with a steady eye. "I want to code demos," he says,
         | his words becoming stronger and more confidant as he
         | speaks. "I want to write something that will change
         | peoples perception of reality. I want them to walk
         | away from the computer dazed, unsure of their footing
         | and eyesight. I want to write something that will
         | reach out of the screen and grab them, making
         | heartbeats and breathing slow to almost a halt. I want
         | to write something that, when it is finished, they
         | are reluctant to leave, knowing that nothing they
         | experience that day will be quite as real, as
         | insightful, as good. I want to write demos."        Silence.
         | The class and the teacher stare at Jonny, stunned. It
         | is the teachers turn to be confused. Jonny blushes,
         | feeling that something more is required.  "Either that
         | or I want to be a fireman."
         | ]
        
           | sersi wrote:
           | First thing I did was search for Denthor in the comments.
           | I'll always remember going online the first time in 1996 and
           | stumbling on Denthor's tutorials, Fravia's site. Both of
           | those were hugely influential for me. I never ended up
           | getting involved in the demoscene, just played around but it
           | was a lot of fun. (I did however use fravia's tutorials to
           | crack some game I didn't want to pay for, I remember spending
           | a week figuring it out and maybe 30 minutes playing it once I
           | cracked it :))
        
           | pixelpoet wrote:
           | Yep! There were also some fledgling groups but it never
           | amounted to much, the demoparties that were attempted were
           | very small and it basically never hit critical mass like it
           | did in Europe.
        
       | skrebbel wrote:
       | Not just the Demoscene! Also the Twentse Krentewegge, the best
       | sweet bread of the world.
       | 
       | My mom (krentewegge) and myself (demoscene) are equally thrilled.
        
         | smokel wrote:
         | The Twentse Demoscene was awesome, but very small. As far as I
         | knew, I was the "only coder in the village" :)
         | 
         | I remember going to copy parties from The Raven (1992?),
         | cycling 10 km with ~100 floppy discs, wondering whether some
         | bit would shake off whenever I hit a bump in the road.
         | 
         | I still get goosebumps when I think of the time when some guy
         | from a nearby city demoed his own Adlib player and 60fps flat
         | shading 3d renderer!
         | 
         | Meeting people in person to share code (or to keep it secret),
         | reading paper magazines (Dr Dobbs) buying books on holidays (PC
         | Intern anyone?, Ferraro, Foley), ah those were the days :)
        
           | pan69 wrote:
           | > PC Intern anyone?, Ferraro
           | 
           | Still on my bookshelf. Also Messmer (The Indispensable PC
           | Hardware Book) and ofcourse the Abrash books.
           | 
           | The late 80s & early 90s where a great time growing up in The
           | Netherlands if you were a computer/pc nerd. :)
        
         | jansan wrote:
         | > the best sweet bread of the world
         | 
         | Yeah, right, let's just ignore panettone exists for a moment.
        
           | skrebbel wrote:
           | This is basically the FT2 vs IT debate all over again.
           | (FastTracker is better though)
        
             | skrebbel wrote:
             | (and Krentewegge)
        
             | creamyhorror wrote:
             | Every tracker is a good tracker. Now go make a game in ZZT.
        
           | gattilorenz wrote:
           | They compete in different leagues, panettone is a seasonal
           | sweet bread, krentenwegge is a daily sweet bread
        
             | mdp2021 wrote:
             | So, where should one eat the best _krentenwegge_ in the
             | World, presumably in (which place in) the Netherlands?
             | 
             | I have good information that the best _panettone_ could be
             | at the Pasticceria Roletti, in San Giorgio Canavese, in
             | northern Piedmont.
        
               | skrebbel wrote:
               | Any bakery in Twente
        
       | 1letterunixname wrote:
       | I've yet to find any non-engineer creatives in America who are
       | familiar with the MindCandy DVD releases. I saw the first volume
       | playing in a bar in SF once as background visuals, but no one
       | around knew its significance.
       | 
       | Cracktros and their music are also worth preserving. Razor and
       | such. There are many vintage ones for DOS, Windows, Amiga, Mac,
       | and probably others. I'm sure they're difficult to find and some
       | maybe lost.
        
       | kome wrote:
       | this is so cool i can't even!!! when the hakken as a traditional
       | dance?
        
         | djxfade wrote:
         | For real though, Gabber and its culture should definetly get
         | recognized as cultural heritage. To this day what it spawned
         | has a tremendous influence in the rave scene, and Hardcore is
         | still relatively huge. I attended Thunderdome last year for its
         | 30 year anniversary. It was incredible
        
         | smokel wrote:
         | You might like Gabberhammer by JCO, which is at the exact
         | intersection of both subcultures.
         | 
         | https://www.pouet.net/prod.php?which=15102
        
       | lucakiebel wrote:
       | I guess the site is hugged to death, http://archive.today/Z5RHj
        
       | MrBuddyCasino wrote:
       | This means that as an art form, its dead. Which seems about
       | right.
        
         | GuB-42 wrote:
         | "The scene is dead" meme has been around for quite a while.
         | 
         | So much that now, it is most often used sarcastically, like
         | when a new group releases something cool.
        
           | skrebbel wrote:
           | I joined the scene in 1997 and in 1998 I wrote my first "Is
           | the scene dead?" diskmag article.
        
         | Findecanor wrote:
         | There are dozens of high-quality demos released every year.
         | 
         | The state of the art has also been progressing. Some of the
         | things coded on the C64 these days are things that I found too
         | difficult to do on the Amiga back in the '90s when I was
         | active.
        
           | MrBuddyCasino wrote:
           | I'm aware. It is also a fact that the average age of the
           | participants is rising. The foundation of the subculture and
           | its cultural cachet was always the warez scene where it
           | originated, revolving around tight-knit groups of young dudes
           | that participated in a forbidden pleasure and formed tribes
           | that competed with each other.
           | 
           | That energy is dead and gone. Once something hangs in a
           | museum, its still art, but it is no longer alive, no longer
           | evolving and becoming.
        
             | mdp2021 wrote:
             | Except that we are still alive and kicking and dreaming and
             | (when possible) producing, and the museum is outside far
             | away and out of mind.
        
             | wiz21c wrote:
             | Too bad you're downvoted. I was a pretty active member of
             | the scene back then (Imphobia group) but nowadays,
             | everyone's getting older. I'd say it's a fact.
             | 
             | But don't underestimate the energy of nostalgia. It's still
             | there and, AFAIC, the scene and I : until death us do part
             | !
        
               | spitfire wrote:
               | So when the hell is Imphobia #13 coming out? Been waiting
               | a while here.
        
       | NorSoulx wrote:
       | Wonderful memories being part of the C64/Amiga Demoscene in the
       | 1980s, an era of creativity, camaraderie, and global connections.
       | 
       | This marked the genesis of my coding journey, igniting a lifelong
       | passion for programming that endures still, spanning several
       | decades in the tech landscape.
       | 
       | A highlight, to this day, involved creating and releasing our
       | Amiga Demo-Creator in May 1987:
       | 
       | https://coding-and-computers.blogspot.com/2022/05/first-amig...
        
         | daneel_w wrote:
         | For me it was also a strong sense and feeling of pioneering -
         | new demos/intros with new records, new effects, new hardware,
         | new disks in the mail, new releases on the BBSes, new "feuds"
         | to read about in the diskmags. A very warm and pleasant memory
         | of my childhood and adolescence. There are few chances like it
         | in life.
        
       | jbverschoor wrote:
       | So does that mean we're officially old school?
        
       | NKosmatos wrote:
       | IMHO, demo coders should be on the same level as other artists.
       | In the same way that a painter uses a canvas, brushes and colors,
       | or a sculptor uses a block of marble/wood and chisels, the same
       | is true for a coder who uses a programming language and some
       | computer hardware in order to create something pleasing to our
       | senses without fulfilling an immediate practical need (i.e. art).
       | 
       | So many demos, groups, parties and people to mention, so head
       | over to any of these sites:
       | 
       | https://www.scene.org/
       | 
       | https://www.pouet.net/
       | 
       | https://demozoo.org/
       | 
       | https://www.hornet.org/
        
       | HeavyStorm wrote:
       | We took down the site, it seems.
        
       | KingOfCoders wrote:
       | Loved being part of the demo scene in the 80s and 90s. Learned so
       | much, still proud of what we squeezed out of 8/16 bit computers.
       | 
       | Luckily never got caught ;-)
        
       | mzerod wrote:
       | Aww yiss. Nederkunst.
       | 
       | Thats amazing and also kinda wtf because drunken parties are the
       | norm, so cultural alcoholism is a bonus.
        
       | MegaSec wrote:
       | Seems like it's been hugged.
        
       | ramses0 wrote:
       | DVD releases of demoscene "stuff": http://www.mindcandydvd.com/
       | 
       | Well-cared-for in that they captured from original hardware, took
       | scanlines, refresh rate, etc into consideration.
        
       | iforgotpassword wrote:
       | World news and some aspects of where humanity is headed can be
       | really overwhelming and depressing sometimes. But one thing that
       | keeps amazing me about it is how we pretty much use everything
       | under the sun to express ourselves, our ideas, create art. No
       | matter hour obscure and niche, we find a way to turn it into
       | beauty.
        
       | ddingus wrote:
       | Excellent! I love the scene and feel it being seen this way is
       | appropriate.
        
       | velosol wrote:
       | Thinking about demos brought me right back to probably one of the
       | first things I downloaded, the 'controllable' Mars demo [1,2]. I
       | zoomed around that landscape in the way a child can pour hours
       | into what anyone older would view as painfully repetitive.
       | 
       | Based on the YT comments it's been done at shadertoy too:
       | https://www.shadertoy.com/view/XdsGWH
       | 
       | [1]: http://pouet.net/prod.php?which=4662 [2]:
       | https://youtu.be/_zSjpIyMt0k
        
       | imiric wrote:
       | Well deserved! Demos are a marvel of art and engineering, and
       | their authors are wizards, AFAIC.
       | 
       | I've always been amazed at the sheer skill and creativity of the
       | programmers in this subculture, to the point where I consider
       | them to be in an entirely different league from the "regular"
       | programmer building web, desktop, mobile and enterprise apps
       | using some high-level language, of which I'm humbly a part of.
       | Demo programmers can seemingly control electrons at their will,
       | and mostly do so for fun and pleasure, whereas we work with
       | layers and layers of abstractions and mostly for compensation.
       | I'm not saying that the world doesn't need both, just that one is
       | more aligned to that child-like curiosity and wonder at making
       | lights blink, taken to an extreme level, which is IMO a purer
       | reason to love computers.
        
         | p0nce wrote:
         | Er, we once win a "scene award" with a demo. You are right
         | there was plenty of talented programmers there (and the level
         | has only gone up), but this is also an _art_ scene and to be
         | able to work so long for free on something that won't make any
         | money (and that you can only present at a single event) in the
         | end you need to either have a job developing 3D software,
         | and/or be independently affluent. I was happy to leave the
         | scene quickly as I feel it wasn't very respectful, when you
         | release something you can see your "competitors" send harsh
         | comments and tell you your thing sucks, unlike any other scene
         | (?). This doesn't make sense, when people are in music they
         | don't go around telling other people their music suck. Also,
         | demoscene is pure greenfield, you can learn more working in
         | maintenance programming.
        
           | skrebbel wrote:
           | Fwiw I loved the adinpsz demos, sad to hear you left on such
           | a sour note.
        
             | p0nce wrote:
             | Because I'm a sour individual :) did reuse demoscene
             | teachings in homemade post-processing (CPU! thanks to all
             | the in-talk about raytracers being fast on CPU, and well
             | drivers).
        
           | whizzter wrote:
           | I'm not gonna say you're wrong in your experiences, because
           | there's much damnning about how people have behaved, but it
           | needs to be taken in stride and things have changed a bit.
           | 
           | The demoscene always did sit in a weird intersection between
           | technology and art, and the roots and association with piracy
           | (that often in the beginning in large parts were teenage
           | ganglike groups) did add a distinct "harshly" competitive
           | edge you don't see in other art perhaps with the exception of
           | hiphop.
           | 
           | However, 2 factors is changing things out to a mellower
           | experience, one is that people have grown older and there's
           | probably a realization for many who still participate about
           | our mortality as people literally start to die off and few
           | fresh faces appear.
           | 
           | The other is that the workload to make code that could be
           | impressive has risen and with hardware getting faster without
           | changing much the pure rendering quality of what pre-made
           | engines like Unity and Unreal can accomplish (or tools like
           | Notch, whilst being demoscene rooted still is a commercial
           | product today). SDF's gave the scene productions an edge in
           | achieving cool stuff for a bunch of years (still beneficial
           | for size) but usage is spreading quickly in games today. This
           | might be part of why many seem to have taken "refuge" in
           | working on retro-demos since squeezing cool stuff out of old
           | machines isn't directly comparable to what people working
           | full time on games,etc can achieve.
           | 
           | As for what you can learn, yes, it's plenty of greenfield
           | programming but "maintenance programming" gets boring quite
           | quickly as well unless you work for a hyperscaler and/or a
           | startup.
        
       | de6u99er wrote:
       | That's awesome news!
        
       | nojvek wrote:
       | Anyone into webgl/3d programming would have been mind blown by
       | demoscene.
       | 
       | I had read about perlin noise but never truly appreciated it
       | until I saw some of the demoscene demos.
       | 
       | Everything - the music, the landscape, trees, cameras, buildings
       | - all procedurally generated. Code is maximally reused.
       | 
       | Made me think, perhaps the brain is also doing that. Just storing
       | symbols and rough descriptions, enough to recognize it again and
       | reason/imagine the world. But high compressed lossy model of the
       | world. Perhaps the brain is just a few gigabytes of memory to
       | restore someone's consciousness. May be less.
       | 
       | demoscene does that to you.
        
       | AbhiAmbad wrote:
       | great to hear this :)
        
       | [deleted]
        
       | marinbala wrote:
       | Since th Art of Coding site is experiencing some downtime right
       | now. Here is the official announcement on the Dutch side (in
       | English):
       | https://www.immaterieelerfgoed.nl/en/215e-bijschrijving-in-i...
       | 
       | I couldn't find it on unesco.nl because everything is in Dutch.
        
       | bitwize wrote:
       | A former boss of mine said that he aspired to build the "Sagrada
       | Familia of software", referring to the intricately beautiful
       | basilica whose architect didn't live to see the completion of:
       | https://en.m.wikipedia.org/wiki/Sagrada_Fam%C3%ADlia
       | 
       | He meant that he wanted to build something that took time and
       | care, but it would last and amaze all who saw it with its beauty
       | and impressive construction.
       | 
       | I showed him 8088MPH, which took seven years to write:
       | https://m.youtube.com/watch?v=yHXx3orN35Y
       | 
       | He said "OK, that's the Sagrada Familia of software."
       | 
       | Thinking on the _Matrix_ sequels which, I know, do not exist, I
       | came to a stunning realization: The Machines have a demoscene.
       | Neo encounters a pair of programs who are trying to smuggle their
       | daughter, Sati, into the Matrix. The Oracle told Neo that every
       | program in the Matrix has a purpose, but Sati does not and that
       | 's why she is at risk of deletion. Her parents created her simply
       | to experience the joy of loving her.
       | 
       | Sati is a demo. Like any demo she exists simply to delight her
       | creators and anyone who observes her. We even get to see a
       | demoeffect of hers: the colorful sunrise she creates for Neo to
       | enjoy, wherever he may be. This demonstrates that the Machines
       | have developed art, empathy, and love, quite possibly due to
       | Neo's influence.
        
       | rsiqueira wrote:
       | An evolution of the demoscene has emerged in the form of a social
       | network where 140 characters of JavaScript code are used to
       | create incredibly impressive and compact demos. Check out
       | Dwitter: https://www.dwitter.net/top/all
        
         | anthk wrote:
         | Not even close. With 140 chars of JS you are tied to a whole
         | browser which it's almost an OS.
        
           | fluoridation wrote:
           | Which is no different from being tied to a particular
           | computer. Why do you think it's not analogous?
        
             | layer8 wrote:
             | Because the browser is on top of the computer. Show me a
             | browser implemented in hardware (not on top of a general-
             | purpose computer) and I might change my mind.
        
               | immibis wrote:
               | The more generalized aim here is not "run code with the
               | lowest overhead" but rather "do cool stuff within
               | surprisingly strict limitations." It's the same concept
               | whether you're trying to write 256 bytes of 6502
               | assembly, or 140 bytes of Javascript.
        
               | fluoridation wrote:
               | Modern computers are VMs all the way down. x86 is also
               | not implemented in hardware. The x86 machine is actually
               | a VM running on top of the microarchitecture.
               | 
               | Also, browsers are no less general purpose computers than
               | physical computers are. There's nothing you can compute
               | in one that you can't compute on the other.
        
       | [deleted]
        
       | WilliamBerglund wrote:
       | My favourite demo of all time
       | https://www.pouet.net/prod.php?which=56112
       | 
       | It features programming in multiple languages: cobol, fortran,
       | lua, pascal, ruby, vala, ada, d, java, objc, scheme, visualbasic,
       | asm, javascript, ocaml, python, shell
       | 
       | Big shame no videos of it are up on the internet anymore, I've
       | looked quite hard, but nothing. The code is available here
       | however: https://launchpad.net/binaryofbabel/+download
        
         | ulnarkressty wrote:
         | I would have expected them to at least be on archive.net's
         | software area. Given that they are now cultural heritage we
         | should do better to preserve them, especially the videos that
         | could inspire the next generation of hackers.
        
         | ddingus wrote:
         | Someone need to capture this one...
        
       | waihtis wrote:
       | Finland also did the same thing in 2020:
       | https://www.gamesindustry.biz/finland-recognises-the-demosce...
        
         | Vinnl wrote:
         | The article mentions Germany and Poland as well, and the
         | potential for a joint international application.
        
         | glonq wrote:
         | Those Finns are incredible. I'd like to think that I might have
         | been a great programmer if only I lived in a place where there
         | is no sun for half the year! /s
        
           | waihtis wrote:
           | it does naturally encourage you to sit on the computer...
        
       | lbj wrote:
       | Funny, to my mind it's much harder to build a beautiful
       | performant demo than keep a website afloat...
        
       | daneel_w wrote:
       | This is fantastic news, especially for an ex-scener like myself.
        
       | marinbala wrote:
       | Congratulations. This is great news. I hope that the website
       | recovers fromt he onslaught of traffic.
       | 
       | I've loved the demoscene on the Amiga and Atari ST sonce the
       | 1980s and have started attending demoparties sonce last year. I
       | have great respect for the efforts of the folks ar Art of Coding
       | and their friends in the different countries. To achieve this
       | sort of UNESCO legitimation is an amazing achievement that takes
       | a lot of serious work and persuasion.
       | 
       | My most sincere thanks and admiration to the Art of Coding folks
       | and to DigitalKultur.
        
         | davidw wrote:
         | > To achieve this sort of UNESCO legitimation is an amazing
         | achievement that takes a lot of serious work and persuasion.
         | 
         | What does it actually achieve, concretely? I get listing a
         | historical building to preserve and maybe drive some tourism,
         | but these sorts of intangible things... what is the real world
         | result?
        
       | m00dy wrote:
       | cool, GLSL is lyrics then.
        
         | wiz21c wrote:
         | you're late to the party... Assembler is the 5h!t !!!
        
       | TwentyPosts wrote:
       | Meanwhile, I am still trying to figure out how to really get
       | started with making my first demos. I can write a basic shader
       | with ShaderToy, I can write a raymarching algorithm and do a few
       | cute tricks with it...and now what? How do I turn this into a
       | "proper" demo?
       | 
       | Even just guidelines on the entire compilation step would be
       | appreciated, or knowledge on how some fairly standard examples of
       | demos were compiled, and which tools were used.
        
         | immibis wrote:
         | You don't have to do a size-limited demo. You can focus on
         | writing some kind of cool animation and/or music that is only
         | or mostly code (as opposed to a video file or huge animation
         | tables) and that's your first demo.
         | 
         | Some demos I liked watching are tens of megabytes, e.g.
         | https://www.pouet.net/prod.php?which=57446 . I'm not sure why
         | that still counts as a demo, but I suppose as long as the the
         | sequence of things is mostly driven by code, then it does.
         | Perhaps it's like 500kB of custom stuff glued onto a 42MB off-
         | the-shelf game engine like Unity, which I think should be
         | totally okay to count as a demo. Obviously this won't be
         | competing in any size category.
        
         | AndriyKunitsyn wrote:
         | I used https://github.com/naavis/4k-Intro-Template/ to get
         | started.
         | 
         | The main ingredient of the secret sauce is a special
         | compressing linker, called crinkler.
        
           | TwentyPosts wrote:
           | Ah, that Linux user feeling. Feels like a lot of people in
           | the scene use Windows, which still surprises me considering
           | how tech-y it all is.
        
             | smokel wrote:
             | The demoscene was also not so much into "open source".
             | 
             | Code was often kept secret, to add to the mysticism of the
             | amazing algorithms (which often turned out to be very
             | clever tricks, and not academic breakthroughs), or to
             | simply hide the fact that the code was a terrible mess.
             | 
             | With regards to Linux -- Avoozl and I wrote a 4k intro for
             | it in 1999 [1]. It was quite a lot of effort, with custom
             | ELF headers to shave off a few bytes. There were but few
             | people willing to run the thing as root though. (This was a
             | requirement for svgalib, and us demosceners couldn't
             | understand why unix sysadmins took offence with that :)
             | 
             | [1] https://www.pouet.net/prod.php?which=1318
        
               | whizzter wrote:
               | haha, wow svgalib is really ages ago :D
        
               | mav88 wrote:
               | Hah - I remember this prod. Super Grover ftw! I had done
               | some svgalib work so I had no problem running it as root.
               | In those days I had a Cirrus Logic or a Matrox dual head.
        
               | smokel wrote:
               | Even though I think the intro is quite impressive, the
               | screenshot is fake -- there is no Grover to be seen in
               | the entire intro. Somehow we got away with that, because
               | it is quite hard to get the thing working nowadays :)
               | 
               | If anyone manages to turn it into a YouTube video, I
               | will, ehm, applaud them for it!
        
             | blackle wrote:
             | Self-plug, but demoscene on linux is very possible. I got
             | into the scene around 2015 and submitted my first entry to
             | an IRL demoparty in 2018. All of my prods are linux and
             | open source.
             | 
             | Most are 4k exegfx, which means they are still images, but
             | "scalemark" is an animated 4k intro with music.
             | 
             | https://suricrasia.online/demoscene/
        
             | skrebbel wrote:
             | Windows used to be the only platform where even half baked
             | graphics code could be assumed to run properly most places,
             | due to its position as the primary OS for gaming. All the
             | graphics cards had drivers, direct3d came bundled in etc.
             | It was just easier.
             | 
             | Dont forget that most democoders want to _make_ stuff.
             | Something like Visual Studio, which you can (pirate and)
             | install, and then you type code and press a button with a
             | play icon and see the code run, that's super nice and it's
             | had that UX for 20 years or so.
             | 
             | Compared to Linux at the time, which drew the kinds of
             | people who enjoyed building up their perfect Gentoo from
             | scratch and setting up their Vim just right, and making
             | automake detect dependencies on all the distros. To your
             | average demoscener, all that stuff gets in the way of
             | getting graphics on the screen.
             | 
             | These days the difference is pretty much gone though, so
             | it's just momentum. You can install Ubuntu and a random IDE
             | and code some opengl in an SDL window and things will Just
             | Work just like they would on Windows. And I assume even
             | Linux these days has a way to deal with dependencies that's
             | as easy for devs as Windows's "just add the DLLs you need
             | to the zip file".
        
               | stOneskull wrote:
               | lots of things were before windows. c64 and amiga were
               | legendary.
        
               | whizzter wrote:
               | Agreed, those were the roots. But this thread is a bit
               | about tooling/distribution on win vs linux and the C64
               | and Amiga is more like Windows than Linux in that sense.
               | If prods would've been open-sourced or compile for
               | yourself you'd lose control of packaging and stuff like
               | track-ordering for disk-loading would've been impossible
               | to control properly.
        
               | stOneskull wrote:
               | yeah i get you. to me it seemed they left amiga for
               | windows. hardly much linux really. but i think it depends
               | on what you were looking at.
        
               | whizzter wrote:
               | Not to mention that it's only recently that Blender has
               | become bearable, even if 3dsMAX,etc is ancient those
               | kinds of tools were often used in the past and Linux was
               | a kind of no-starter.
               | 
               | Also since intros were size-limited you kinda needed
               | control of your pipeline to achieve the smallest size of
               | the _binary_. For a 4k intro different compilers could
               | produce different sized binaries, the .exe compressor
               | crinkler mentioned above does some "function-order-
               | randomization" to improve compression by a few bytes by
               | having the correct ordering of data/functions so just
               | running a slightly different version and/or not long
               | enough could fail to produce something below 4k.
        
               | anthk wrote:
               | Actual demosceners would use PovRay, not 3DSMAX or they
               | choose Borland IDE's over a turd like Visual C++.
        
               | reaperducer wrote:
               | _It was just easier_
               | 
               | I got out of the demo scene after the Commodore 64, but
               | isn't the whole point that it's supposed to be hard, not
               | easy? That's what makes it amazing.
        
               | skrebbel wrote:
               | No. There's a huge difference between "hard to put a
               | hugely detailed 3d landscape into 4kb" and "hard to get a
               | pixel on the screen because the damn dependencies can't
               | be found and why do I have to edit a Makefile at all,
               | can't it just compile everything and then run it?".
               | 
               | At the risk of sounding dismissive, Linux was for the
               | kinds people who enjoyed configuring stuff, digging
               | through man pages, editing textfiles and then recompiling
               | their kernels. It was for people who loved tuning their
               | system 100% perfectly to their needs. Not for people who
               | just wanted to code cool computer art.
               | 
               | Actually I think most democoders, even the insanely good
               | ones, have very little patience. The attractive thing
               | about coding graphics is the dopamine cycle is short.
               | It's code, run, woa cool!, code, run, woa cool!.
        
       | ginko wrote:
       | So what does this mean in practice? Financial supports for
       | demoscene events?
        
         | skrebbel wrote:
         | I once asked the people behind this effort and my understanding
         | is that they don't really know either.
         | 
         | It's just internet points I guess, except not with points and
         | not on the internet.
        
           | hutzlibu wrote:
           | It probably helps whenever you deal with officials. Doing
           | graphical things with computer (computer games?) vs.
           | participating in something recognized by UNESCO as cultural
           | heritage. That should open some doors, if you are planning to
           | do an event or course around it.
        
             | skrebbel wrote:
             | Yeah but which officials? The demoscene doesn't really need
             | permission for anything. That's almost a cultural value.
             | 
             | I organized a few demoparties back in the day and it's
             | really just, rent a place where loud music is ok, get
             | people to come. Lots to plan and arrange ofc, but nothing
             | that needs permission or money from bobos.
             | 
             | Maybe the bigger parties like Revision can use this to get
             | permits etc but I think all things considered it won't have
             | a major impact on anything tangible. It's just cool,
             | recognition.
        
               | hutzlibu wrote:
               | Well first, kudos to you, to just organize it. That's the
               | spirit, I know.
               | 
               | "Yeah but which officials?"
               | 
               | School rectors for example. Local mayors. The types who
               | can give access to big rooms, you can rent for free, if
               | what you do is considered "cultural".
               | 
               | (but yes, there is the danger of doing it all very tame
               | then)
        
               | pengaru wrote:
               | It doesn't hurt to have something like UNESCO
               | legitimizing the medium. I've attended a few demo parties
               | (US), some were hosted at unis, all were organized by
               | youths, and it's _never_ been trivial to get permission
               | to use the facilities. Especially when the intent is
               | inviting dozens to hundreds of total strangers for a
               | long-weekend sleepover _ostensibly_ to program for two-
               | three days straight.
        
             | YetAnotherNick wrote:
             | It would likely help them get funding much more easily than
             | earlier.
        
         | michelb wrote:
         | No, it just means recognition and helps with awareness. Any
         | support needs to come from the community.
        
         | bayindirh wrote:
         | There's some information: http://demoscene-the-art-of-
         | coding.net/2023/02/03/unesco-sta...
        
         | amelius wrote:
         | It means demos are now protected by law and thus a lot of
         | limitations and bureaucracy around the development of new
         | demos.
         | 
         | Just kidding, I have no idea :)
        
           | spitfire wrote:
           | No, it's means it's only a demo if it comes from The Uusimaa
           | region of Finland, otherwise it's just sparkling graphical
           | effects.
        
         | somenits wrote:
         | It's just recognition by a UN body. If you'll indulge some
         | cynicism, all it really means is that a bunch of people spent
         | your tax money (which funds the UN through member-state
         | contributions) to sit around (and expense a bunch of pointless
         | travel) pontificating on what's worthy of recognition.
        
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