Ximac
XimacCarlos Burges
Ximac joined us after dixieland. He created many 3D designs, loading screens, graphics and music for the next demos. You can watch some of his works in Inferno, die Änderung or The automatic dream.
Productions
Demos
Additional Graphics
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.
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 · Graphics
This edemo featured spline-controlled arrays of particles and objects, plus a versatile effect repeater very powerful to add sync points.
Graphics
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.
Graphics
This demo brought forth a new particle engine, reworked 3D routines, and a new title effect wrought from particles and texture-light detection.
Graphics
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.
