redtails | farbrausch - fr-041 debris. @redtails | Uploaded December 2012 | Updated October 2024, 1 week ago.
After this I'll return to my regular schedule.
More info: pouet.net/prod.php?which=30244
More info: ftp.nl.scene.org/file.php?id=373930
Description:
farbrausch @ breakpoint 2007
fr-041: d e b r i s .
credits:
--------
visuals, direction: theunitedstatesofamerica (aka fiver2)
code: chaos, ryg
soundtrack: ronny
synthesizer: kb
sound effects: wayfinder
additional graphics: giZMo
additional code: tron
special thanks: fried
tech notes:
-----------
at its heart this is still the werkkzeug3/kkrieger engine, except with a new(*) lighting/material system. models and textures are still generated. (though we don't use the sizeoptimized versions of everything, which made our lives a lot easier). we also still use shadow volumes, which makes the demo somewhat cpu-hungry, especially towards the end, since we have to
transform a lot of the animated models by hand. but we didn't want to change the whole lighting pipeline in the middle of a project.
(*): it was actually used for some scenes in fr-048: precision, but (as you can see from the fr-number) that was started a lot later than debris, so this demo is atleast historically its first real user)
contact:
--------
farb-rausch.de
theproduct.de
.werkkzeug3 texture edition soon to be available. stay tuned and check the .theprodukkt website for details.
After this I'll return to my regular schedule.
More info: pouet.net/prod.php?which=30244
More info: ftp.nl.scene.org/file.php?id=373930
Description:
farbrausch @ breakpoint 2007
fr-041: d e b r i s .
credits:
--------
visuals, direction: theunitedstatesofamerica (aka fiver2)
code: chaos, ryg
soundtrack: ronny
synthesizer: kb
sound effects: wayfinder
additional graphics: giZMo
additional code: tron
special thanks: fried
tech notes:
-----------
at its heart this is still the werkkzeug3/kkrieger engine, except with a new(*) lighting/material system. models and textures are still generated. (though we don't use the sizeoptimized versions of everything, which made our lives a lot easier). we also still use shadow volumes, which makes the demo somewhat cpu-hungry, especially towards the end, since we have to
transform a lot of the animated models by hand. but we didn't want to change the whole lighting pipeline in the middle of a project.
(*): it was actually used for some scenes in fr-048: precision, but (as you can see from the fr-number) that was started a lot later than debris, so this demo is atleast historically its first real user)
contact:
--------
farb-rausch.de
theproduct.de
.werkkzeug3 texture edition soon to be available. stay tuned and check the .theprodukkt website for details.