Kolian

Kolian portrait

KolianGabriel Álvarez

Master of the demoengine until The automatic dream, Kolian also teached OpenGL and computer graphics to merlucin at the beginning of times. He did not assist to many parties so some people started to think that he didn't exist. But he did.

Loading additional information…

Productions

Demos

The automatic dream

The automatic dream

Engine

This demo is as we would like it to be: smooth in colors, glossy, long and easy of listen and watch. Although the demo itself was scripted using an old powerbook it needs a better machine to run seamessly. Try G4s with very good 3D cards or G5 configurations for better performance. We have also put a lot of care in the details. Find inside nice blurred and partially diffuse scenes, smooth color schemas, spirals and other iconography related with dreams.

The pleasure of art

The pleasure of art

Engine

Back then, the demoscene forums were buzzing with heated debates about art and the demoscene itself. Should the demoscene be considered some kind of weird form of art?

The demothing

The demothing

Engine

Kolian was working really hard in the demoengine for this demo. He got more than a 50% of speed increment, plus a texture and models cache, new realtime effects, plus the ability of rendering 3DS animations directly composed with 3D studio or exported from lightwave.

Space Invaders

Space Invaders

Engine

Until now, all our productions have been edited manually using a text editor. For this production we implemented a visual object-oriented editor, allowing us to accelerate the demomaking about 400%. This is the first production in which deekay participates as graphician. Take a look to his wonderful c64-like credits!

Die Änderung

Die Änderung

Engine

This edemo featured spline-controlled arrays of particles and objects, plus a versatile effect repeater very powerful to add sync points.

The Lifeway

The Lifeway

Engine

The particle engine was completely ended for this production. Kolian accelerated the demo to lightspeed with a new memory manager capable of track each allocated structure and remove it while the demo is being displayed, to avoid stops in the visuals. Almost all the appearance was redesigned and the engine entered partially in the generic phase, in which all the code becomes reusable for future productions.

Reborn

Reborn

Engine

This demo brought forth a new particle engine, reworked 3D routines, and a new title effect wrought from particles and texture-light detection.

Inferno

Inferno

Engine

We invested a huge amount of time and effort into this demo. Everything was done by hand: there was no demo editor, scenes had to be synchronised manually, objects were repositioned and adjusted with every new compilation, and the script (take a look at it!) was an absolute mess.

We experimented with all sorts of tools, such as KPT Bryce for skyboxes, LightWave for 3D models, Reason for music, Poser for characters, and so on. We were also beginning to think about how to eliminate the bottlenecks that made the demo creation process so slow and tedious.

Spontz goes to Dixieland

Engine

Watch this demo, and let the old spirit of Spontz run through your veins. Many effects and scenes were forged for it, yet only the finest survived.

Beware the greetings and the final summons to the now-vanished BCN Party. After this, no demo shall seem truly bad again.

We placed 8th. Out of 11.

Hepilektic

Hepilektic

Engine

This was our very first production! Iit was pretty cool to meet other people who were also making demos and discover that there was this whole world going on around us. Turns out we weren't the only weirdos messing around with computers!

Tools

Spontz Visuals Editor v2.0

Demo Engine

Although it's impossible to consider the Spontz demo editor stable, it deserves the 2.0 version change. The rework includes support to open multiple projects at the same time with copy and paste support between them. The demo engine now communicates through TCP/IP with the demo editor, making possible a realtime preview. Other features include GLSL shaders support, Frame Buffer Objects support (FBOs) and a realtime expression evaluator, that allows to vary almost all the parametrs along the time.

Spontz Visuals Editor v1.1

Demo Engine

This version features the search and replace script contents, multi-bar selection, bar enable/disable, a loading screen editor, a pool browser window for quick media access and an images and audio preview.

Spontz Visuals Editor v1.0

Demo Engine

This is the first public version of our editor! The tool excels at moving multiple sections at a time and there are also various tools for common effects like the 3D image or the color fader too.

Spontz Layers Editor

Spontz Layers Editor

Code

Kolian developed the Layers Editor to desig .shader files, that represent the instructions for the drawing of a model in the screen for the first versions of the Spontz VIsuals Editor v1.0

Loading additional information…

More productions on Pouët

Loading productions…

Powered by Redsauce, Pouët and YouTube