Madgoblin
MadgoblinToni González
Madgoblin participated in lots of our demos as 3D graphician and modeler. You can see his magic touch in demos like the demothing, die Änderung, die Änderung 2 or Reborn, among others. He was a lightwave enthusiast, and teached merlucin about how to use this tool.
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Productions
Demos
Additional 3D
Released in Evoke 2024 in Köln (Germany) this is the first demo we completed with Phoenix, the flamant, new and updated demoengine created by Xphere in the scarce time he could gather at night after putting the kids to sleep.
3D Models
After the previous production, Kolian officially stepped away from coding, and Merlucin took over the work on the engine. He added ten framebuffer slots, allowing framebuffers to be stored and retrieved as needed. This made it possible to combine effects in layers, either independently or with one layer affecting another. For instance, a simple blur could be applied to objects in the middle of a layer stack without affecting those that had already been rendered.
3D Models
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?
3D Models
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.
3D Models
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!
3D Models
This edemo featured spline-controlled arrays of particles and objects, plus a versatile effect repeater very powerful to add sync points.
3D Models
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.
3D Models
This demo brought forth a new particle engine, reworked 3D routines, and a new title effect wrought from particles and texture-light detection.
Co-ops
Design and graphics
Cosmosis was the only demo submitted to the Fiberparty 2007 competition, but it never made it to the screen, as the competition was cancelled due to a lack of productions.
3D Models
Zon@ Neutr@ built this demo using our DemoEngine, and then we participated in the same competition, fighting for the best position in the ranking until reality kicked our asses.
Tools
Testing
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.
Testing
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.
Testing
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.
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