melchy said:Breathless for the FPS ?
Captive : Liberation 2.
valve90210 said:That's it, Breathless, I'm gonna have to go look it up now.
Second one doesn't ring a bell for me. It was viewed from a high angle so everything was small, bit like populous etc.
Valve
dirtydog said:Why does nobody release demos for the PC like they used to on the Amiga?
Why do you need direct access of the hardware to write demos?~J~ said:Framerate!
Seriously, there are a lot still going off. I think it's because the demo scene relied on access the actual hardware of the computer whereas today there are so many variations of hardware it just wouldn't work. Driectly access the HAL of a nVidia is miles different to the HAL of an ATI. With the 8bit/16bit era it was all standard hardware.
dirtydog said:Why does nobody release demos for the PC like they used to on the Amiga?
No? (edit - yespumaz said:They do, did you not see my earlier post?
dirtydog said:Why do you need direct access of the hardware to write demos?You don't
All Windows computers use DirectX or OpenGL, regardless of the hardware they have. It would be immensely easy to write demos for the PC. I don't understand why the Amiga had a plethora of them, yet the PC with hardware orders-of-magnitude faster has none.
melchy said:Syndicate![]()
Hmm - with the Amiga (and C64) there was no choice but to access the hardware directly - that was how all games and demos were written. You still need good skills to produce quality demos on the PC and I don't see how it would be lame just because you use DX/OGL. I presumed the lack of demos was because it is seen as old hat now. Just as (and I hope I can mention this) warez games don't have intros on them like they used to.~J~ said:But that's the whole point. The demo makers won't want to use 3rd party tools like DirectX and/or OpenGL as these use their own methods to access the graphics card. The beauty of the scene-coders was that they drilled directly into the graphics card themselves, writing their own routines to throw data to the screen and control the rasters and framerates of the graphics chip whenever they wanted. With DirectX and OpenGL, all this is handled for you which would mean the demo-scene would be classed as a little lame for not accessing the graphics chip directly.