This is a new realtime rendering demo, in 4 kilobytes (render engine, models, textures, animations, postprocessing, sound synthetizer and music track). It's written in assembler mostly and uses Directx for rendering. It was done as a colaboration of my group RGBA with my danish friends of TBC. We won the 4096 byte demo competition of Breakpoint 2009, held in Bingen, Germany.

This time I reused some old formulas for the terrain altitude definition, and implemented some procedural texturing too with pixel shaders. There are some other realtime effects too like motion blur, some reflections and so on. For me, other than the usual shading fun, it was more an experiment on camera design. I tried to find interesting shots, which was not always easy as the camera movements are basically two octaves of cosinus functions.

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