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the game? i didn't think it was intended as a game, or that it was intended to be optimized.
works fine for me though w/ a GFfx 5700 Ultra.
"And yet, after spending 20+ years trying to evolve the user interface into something better, what's the most powerful improvement Apple was able to make? They finally put a god damned shell back in." -jwz
Yep....it should be a game.
They work on it on there spare/free time.At least thats what i understand when reading the readme and the stuff on their homepage....
ASUS P5B-E ;2GB G.Skill DDR2 Ram; C2D6420;lub 3D X1950pro ;SoundBlaster X-Fi;WinXP
"And yet, after spending 20+ years trying to evolve the user interface into something better, what's the most powerful improvement Apple was able to make? They finally put a god damned shell back in." -jwz
also you should remember that .kkrieger is not just the usual Demo scene stuff, but instead it's an interactive game ...
finally, if those guys aren't "old skool", who else is ?
yes, I know the Farbrausch, and generally speaking I do not have anything agaisnt them, but again, there's few things I don't like in their way to do demos. For Example, they have took making demos a bit too professional. After they did Intro engine / designer tools, at least dozen other groups have had urgent need of doing timeline based editors, which pretty much takes demos more close to multimedia designing and more away from experimenting cool stuff in small space. Of Course, this certainly takes the scene closer to real business world, but not everyone see this as positive sign. Another thing that I don't much like in Farbrausch demos / intros, is that they mostly look and sound pretty much same all. (this most likely because they all are done with same tools.)
And what comes to "Old Skool", Farbrausch, while really worth of all that honor they have got, isn't really old skool. neither they do old skool demos. Groups like Byterapers, Farlight and Resource are really old skool. (2 first ones because they are _REALLY_ old. both founded in the 80's. And last one, though not being really old group, they do great demos for 8-bit machines.)
For me, demos are about winning yourself. reaching the goals with limited tools. NOT about making 6 months of tools to create 10 minutes of multimedia. since last Assembly, I have been experimenting with Delphi. (definetely not a mainstream language on the scene.) And though I never would have any possibilities with those small effects and parts in real compo, I still feel that I have succeeded in my own way. over 20 ppl came to told me that there's no way implementing 64 KB intro on delphi and smallest 'Hello world' (EXE with all needed basic libs, including OGL 1.3, COM should be even smaller.) I have done is under 2.5 Kilos.
and what comes to my activity in the scene, I can't be said very active. I am a part of PC group R.R.E. but haven't found much time to actively code or design anything on our next release. Also, I visit Assembly once a year and well... acxtive seceners take part way more on smaller parties, which I have been skipping lately. Still I am trying to make entry on Freestyle Graphics at Asm 04. Most likely it will be made with same principles I did my last year entry, "ToyTrain" (Povray 3.0 with CSG, text editor, pen and paper.)
I've been out of the loop for myself for quite a while now, but since I know the core of the farbrausch people for ages, read the mid 90s or so, and they were demo coding back then already for quite a while, I definately label them as old-skoolers as well.
Despite my nickname causing confusion, I am not female ...
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