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Demo News 114

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Published in 
Demo News
 · 5 years ago

  

.Start.of.DemoNews.114..............................................Size:49,530

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| Subscribers : 1865
DemoNews Issue #114 - January 28, 1996 | Last Week : 1894
------------- | Change : -29
DemoNews is a newsletter for the demo scene. | Archive Size : 1953M
It is produced by Hornet at the site ftp.cdrom.com. | Last Week : 1718M
Our demo archive is located under /pub/demos. | Remaining : 996M
|
=-[Contents]=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

Line Section
------ -------------------------------------------------------------------
31 Calendar
57 Top Downloads
97 Uploads
352 Articles
354 Introduction................................Snowman
400 Introduction to 3D Graphics Programming.....Kiwidog
770 OZ96 Mini-Report............................Random
894 Subscribing
909 Closing


=-[Calendar]=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

Date Event Location Description
--------- ----------------------- --------- ---------------------------------
28 Jan 96 General Probe 2 Party Poland info: /party/1996/GP96
mail: s146630@ire.pw.edu.pl

1 Feb 96 8086 Compo Deadline [n/a] info: /hornet/8086
mail: trixter@ftp.cdrom.com

17 Feb 96 Awakening U.S.A. mail: norg@cyberspace.com
--CANCELED--

29 Mar 96 Mekka Germany mail: PV80090@PH80090.HH.eunet.de
www : www.xs4all.nl
/~blahh/RAW/Parties
/Invitations/Mekka.html

06 Apr 96 X - The SuccesSor Netherlnd mail: cba@xs4all.nl
www : www.xs4all.nl/~herkel

31 May 96 Naid Canada mail: naid@autoroute.net

More information is at http://hagar.arts.kuleuven.ac.be/~sdog/party.html


=-[Top Downloads]-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

Pc Times FileName.Ext Description
-- ----- --------.--- ------------------------------------------
<COMBINED LIST>
1 00191 animate.zip (demo) Animate by Schwartz, ASM95
2 00182 nooon_st.zip (demo) Stars by Noon, TP94
3 00172 ctslasse.zip (demo) L. Reinbong by Cubic Team, TP95
4 00167 caero.zip (demo) Caero by EMF and Plant, TP95
5 00165 luminati.zip (demo) Lumination by Tran and Basehead
6 00159 cp16.zip (music) Cubic Player v1.6
7 00140 ft204.zip (music) Fast Tracker v2.04
8 00136 demonews.113 (news) DemoNews #113, Yippie! :)
9 00134 dragon.zip (demo) Dragon by GooRoo
10 00128 scrmt321.zip (music) Scream Tracker v3.21

<DEMOS LIST> not available yet :(

<MUSIC LIST>
1 00154 cp16.zip (player) Cubic Player v1.6
2 00140 ft204.zip (tracker) Fast Tracker v2.04
3 00128 scrmt321.zip (tracker) Scream Tracker v3.21
4 00123 it103.zip (tracker) Impulse Tracker v1.03
5 00101 it1.zip (tracker) Impulse Tracker v1.00

<GRAPHICS LIST>
1 00031 msqpp1.arj (disk) P&P Gfx Disk by Masque [1/2]
2 00028 msqpp2.arj (disk) P&P Gfx Disk by Masque [2/2]
3 00025 ppfix.zip (disk) P&P Gfx Disk (fix) by Masque
4 00018 tp5-gfx1.zip (pack) Graphics from TP95
5 00017 dst_frac.zip (program) Fractal Trace

<CODE LIST>
1 00078 kmagv2.zip (code mag) King Magazine Volume 2
2 00067 fmoddoc2.zip (source) Firelight's MOD/S3M player code
3 00062 water.zip (source) Water Code by Iquana
4 00057 r2sr.arj (source) R2SR by JsNO / Hornet
5 00055 tut20.zip (gfx tutor) Tut #20 by Denthor / Asphysia


=-[Uploads]-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

=----------------------------------------------------------[File Information]-=

All files listed below are on ftp.cdrom.com under /pub/demos.
Please keep in mind that all ratings are subjective.

If your file transfers are too slow, there are several alternatives:

Use our European mirror at ftp://ftp.uni-paderborn.de/pub/pc-demos
Try getting files from the web at http://www.cdrom.com/pub/demos
See /hornet/demonews/101-120/demonews.102 for details about ftpmail.

You may also wish to check out a couple of other good demo sites:

ftp://ftp.arosnet.se/e:\demo maintained by Zodiak / Cascada
ftp://hagar.arts.kuleuven.ac.be/demos maintained by Sleeping Dog / Natives

=-------------------------------------------------------------[Demos:General]-=
Location /demos/alpha Size Rated Description
=-------------------------------- ---- ----- ---------------------------------=
/1995/b/b_ambnt.zip 118 **+ Look Mum I a Bored Thingy by Bogus
/1995/k/ktc-xm95.zip 149 *** XMas '95 by Kinetic
/1995/x/x-mas.zip 164 **+ X-Mas Intro by Cyber Fantasies
/1995/x/xen-gdsx.zip 11 + Green Day Sux by Xenocide
/1995/z/z_wintro.zip 143 ** Wintro by Rene
/1996/e/entrance.arj 463 ***+ Entrance by Sigmatic
/1996/l/luminati.zip 508 **** Luminati by Tran and Basehead
/1996/y/yw-wntr.zip 169 ** Winter by Yiffware

Aggressive 1995 Demos (AGR95:demo:)
/1995/c/c-posi_p.zip 118 **** ??: Positive by Coral

Juhla 1996 Demos (JUH96A:demo:)
/1996/h/h_innu.zip 379 ***+ 01: Innuendo by Halcyon
/1996/c/cmapaim.zip 999 **** 02: Paimem by Coma
/1996/v/vlt-byte.zip 3222 **** 03: Reality Bytes by Velvet
/1996/a/ankka.zip 429 *+ 04: RaveDemo Ankka by Five Coders
/1996/f/fsn_hdyd.zip 585 ***+ 07: How Do You Do by Fascination
/1996/b/blackice.zip 187 * 09: Black Ice by Futurex

Juhla 1996 64k Intros (JUH96A:in64:)
/1996/d/dawn.zip 63 ***+ 01: Dawn by Jamm
/1996/d/disco.zip 45 ***+ 02: Disco Volante by Eufrosyne
/1996/m/mfx_tgr2.zip 56 **** 03: Transgression 2 by MFX
/1996/a/aborignl.zip 58 ***+ 04: Aboriginal by Paragon
/1996/l/luxury.zip 64 ***+ 05: Luxury by Amorphous
/1996/c/cp_pig.zip 42 *** 06: Pig by Cool Productions
/1996/z/ziraafh.zip 25 * 07: Ziraafh by Hirmu
/1996/r/ronsu.zip 25 * 08: Ronsu by Hirmu
/1996/i/intro3.zip 40 *** 09: Intro 3 by Lunatic
/1996/f/feelin42.zip 59 **+ 10: Feelin 42 by Nightsky
/1996/x/xrayman.zip 59 *** 11: Xrayman by Crypton
/1996/s/steto.zip 38 ** 12: Stetoskooppi by Astute Butane
/1996/p/panik.zip 68 *** 13: Panik by Symptom
/1996/k/kurlu.zip 63 [n/a] 14: Regressioanalyysi by Taat
/1996/e/emfporno.zip 67 ***+ 15: Porno by EMF
/1996/s/sm123.zip 58 **+ 16: Semtex 1-2-3 by Jeskola

The Party 1995 Demos (TP95:demo:)
/1996/f/ftj_ymca.zip 1403 ****+ 01: Caero (final) by EMF and Plant
/1996/r/reanim8r.zip 3553 **** 03: Reanimator by Rage
/1995/c/cma_brw.zip 706 **** 08: 60BR W by Coma
/1995/f/flow.zip 1290 **** 12: Flow by Craze
/1995/e/ete_newd.zip 795 *+ 15: New Dimension by Eternia
/1996/d/dive_fin.zip 612 *** 16: Dive (final) by Xevius
/1995/k/k_it.zip 515 *** 18: It by Kloon
/1995/f/fdg_grov.zip 812 ***+ 20: Planet Groove by Fudge
/1995/f/flop.zip 1338 * 21: Flop by TSI, Zta, and Orange
/1995/s/sl_blur.zip 515 *** 23: Blur by Sub Logic
/1995/a/asylum.zip 723 *** 24: Hurry by Asylum
/1996/n/noc_conf.zip 1084 ***+ 25: Confusion by Noice
/1995/d/deadend.zip 351 *+ 26: Deadend by Mausis
/1995/d/ds-bliss.arj 1456 ***+ EE: [1/2] Digital B. by DeathStar
/1995/d/ds-bliss.a01 1292 ***+ EE: [2/2] Digital B. by DeathStar
/1995/k/karu.zip 47 *+ EE: Shadow Team by Hirmu
/1995/p/paroxysm.zip 277 *+ EE: Paroxysm 13 by Kip Brigade
/1995/m/man_at.zip 534 **+ ??: Man at Work by Chopati

Wired 1995 Demos (WIR95:demo:)
/1995/h/hurtless.arj 1456 **** 09: [1/2] Hurtless by TFL and TDV
/1995/h/hurtless.a01 609 **** 09: [2/2] Hurtless by TFL and TDV

=--------------------------------------------------------[Demos:Non-Reviewed]-=
Location /demos/alpha Size Description
=-------------------------------- ---- ---------------------------------------=
/bbs/b/boxtro.zip 4 Little Boxtro by ???
/bbs/c/ccradle.zip 43 Cat's Cradle Loader by Blazer
/bbs/i/ice-bz.zip 50 iCE Loader by Blazer

=-------------------------------------------------------------[Music:General]-=
Location /demos/music Size Rated Description
=-------------------------------- ---- ----- ---------------------------------=
/disks/1995/f/fm-oddit.zip 1701 **** Oddities by Basehead/FM
/disks/1995/r/rat_sp95.zip 547 *** Rat Sampler Pack 1995 by Rat
/disks/1995/r/rr_ch8-1.zip 902 *** [1/6] Radical Rhythms Chapter 8
/disks/1995/r/rr_ch8-2.zip 1335 *** [2/6] Radical Rhythms Chapter 8
/disks/1995/r/rr_ch8-3.zip 1354 *** [3/6] Radical Rhythms Chapter 8
/disks/1995/r/rr_ch8-4.zip 1449 *** [4/6] Radical Rhythms Chapter 8
/disks/1995/r/rr_ch8-5.zip 1352 *** [5/6] Radical Rhythms Chapter 8
/disks/1995/r/rr_ch8-6.zip 1428 *** [6/6] Radical Rhythms Chapter 8
/disks/1996/m/maz-shad.zip 1017 *** The Shade musicdisk by Mazurka
/disks/1996/m/moz9601b.zip 1136 **+ [1/2] moz[IC]art music pack
/disks/1996/m/moz9601c.zip 1004 **+ [2/2] moz[IC]art music pack
/disks/1996/m/myst0196.zip 1907 **+ Mystique musicdisk Jan.1996
/disks/1996/n/no-anti.zip 1175 ***+ AntiMatter by Harry/Noise
/disks/1996/p/ph-0196a.zip 1366 ***+ [1/2] Phluid #4 by Acid
/disks/1996/p/ph-0196b.zip 928 ***+ [2/2] Phluid #4 by Acid
/disks/1996/t/theland.zip 907 **+ The Land by Lord Blanka/Terrfrmr
/songs/1995/mod/p/pworld.zip 224 *** Perfect World by Watchman
/songs/1995/mtm/p/pc_acid.zip 136 ** Acid Rain by Gus
/songs/1995/mtm/p/pc_cloud.zip 146 **+ Clouds of Purple by Gus
/songs/1995/mtm/p/pc_ep.zip 122 *** Euphoric Pleasures by Gus
/songs/1995/mtm/p/pc_krank.zip 22 ** Kranken (remix) by Gus
/songs/1995/mtm/p/pc_space.zip 81 **+ Space Anthem by Gus
/songs/1995/mtm/p/pc_trip.zip 67 *** A Trip0matic Xperience by Gus
/songs/1995/mtm/p/pc_waves.zip 202 ** Waves of Energy by Gus
/songs/1995/s3m/e/e-force.zip 410 *+ Force of Remixing by DJ Wicked
/songs/1995/s3m/e/e-prds.zip 424 *** Paradise by Phonc(ie)
/songs/1995/s3m/e/e-rw2.zip 202 *** Rave World 2 by Jay
/songs/1995/s3m/e/e-untld.zip 253 **+ Untitled... by Phonic(ie)
/songs/1995/s3m/e/ele-redm.zip 311 ***+ Sandstorm by Elemental
/songs/1995/s3m/e/epi-mpch.zip 273 **** Misplaced Childhood by Bert
/songs/1995/s3m/e/epsaturn.zip 252 ***+ Saturns Rings by Bert
/songs/1995/s3m/e/evlone.zip 95 ** Evolution of One by Stallion
/songs/1995/s3m/f/farewell.arj 408 *** Farewell by ??
/songs/1995/s3m/f/futelife.zip 63 **+ The Futile Life by Decker
/songs/1995/s3m/f/fyk-lp.zip 223 ** Liquid Planet by Fayk
/songs/1995/s3m/g/gf-olfnk.zip 132 ***+ Some of dat ol' Fonk by Griffin
/songs/1995/s3m/g/gurun_zn.zip 433 **** Zoantrophy by Gurun
/songs/1995/s3m/h/hd-stng2.zip 175 ***+ Strange II by Undertaker
/songs/1995/s3m/h/heart.zip 191 **** You're Holding My Heart by Malakai
/songs/1995/s3m/k/k_catch.zip 189 ***+ Catch Me if You Can by GooRoo
/songs/1995/s3m/k/k_shake.zip 164 *** The Shake by GooRoo
/songs/1995/s3m/k/kon-asil.zip 371 **+ Ambient Silence by Flacco & Waarp
/songs/1995/s3m/k/kon-reve.zip 108 ** Reeverse by Flacco & Waarp
/songs/1995/s3m/k/kon-tran.zip 196 **+ Transylvania by Flacco & Waarp
/songs/1995/s3m/k/kon-upme.zip 158 ** UPME to the Max by Flacco & Waarp
/songs/1995/s3m/k/kon-w2b.zip 149 *** W2B by Flacco & Waarp
/songs/1995/s3m/k/kxpreyrx.zip 270 *** Ultimate Seduction3 by Kxmode
/songs/1995/s3m/m/m-danc.zip 419 ** Dance Machine by Feijao
/songs/1995/s3m/m/m-eagle.zip 235 *** The Flight of the Eagle by Guizmo
/songs/1995/s3m/m/m-knight.zip 245 ***+ Falling Knight by Guizmo
/songs/1995/s3m/m/m-soul.zip 243 **+ Every Soul's Destiny by Guizmo
/songs/1995/s3m/m/mat-sun.zip 98 *** Sunny Day by Matthias
/songs/1995/s3m/m/ms-jude.zip 220 *+ Waiting for Judith by Misfit
/songs/1995/s3m/m/mshrobic.zip 807 ***+ Mosherobics by The Fringe
/songs/1995/s3m/n/nowhere.zip 69 ** Going Nowhere by Decker
/songs/1995/s3m/n/nv-ashes.zip 168 **** Ashes by Nova
/songs/1995/s3m/n/nv-snset.zip 181 **** Sunset by Nova
/songs/1995/s3m/p/p_efflor.zip 287 **+ Efflorescence by Porus and TeeCee
/songs/1995/s3m/p/pc_close.zip 176 ** Close your Eyes by Point Zero
/songs/1995/s3m/p/pc_fob.zip 182 *+ Flagerance of Obs.. by Asha'man
/songs/1995/s3m/p/pc_hrave.zip 103 ** Heaven's Ravers by Point Zero
/songs/1995/s3m/p/pc_hypii.zip 211 **+ Hypnotic Persuasion II by Pt.Zero
/songs/1995/s3m/p/pc_mind.zip 174 *+ Mind of a Killer by Sabbath
/songs/1995/s3m/p/pc_natur.zip 221 **+ The Nature of Things by Pt.Zero
/songs/1995/s3m/p/pc_newre.zip 150 ** New Reich by Ash'man
/songs/1995/s3m/p/pc_ps.zip 258 ** Paranoid Seclusion by Ash'man
/songs/1995/s3m/p/pc_rebir.zip 185 **+ Rebirth by Sabbath
/songs/1995/s3m/p/pc_siltr.zip 83 *** Silent Tribute by Ash'man
/songs/1995/s3m/p/pc_unamd.zip 103 ** The UnNamed by Sabbath
/songs/1995/s3m/p/pc_wrath.zip 109 **+ The Wrath of Impatience by Sabbath
/songs/1995/s3m/p/pr-judge.zip 254 **** Judgement of.. by Draygen/CCCatch
/songs/1995/s3m/r/ravepar4.zip 582 **+ Rave Parade 4 by Deep Bass
/songs/1995/s3m/r/ravergo.zip 196 *+ Rave Ergo Sum by Sangreal
/songs/1995/s3m/r/runesong.zip 208 **+ Runesong by Rat Members
/songs/1995/s3m/r/running.zip 202 ** Running
/songs/1995/s3m/s/sbeh.zip 95 *+ Sbeh! by Cyberman
/songs/1995/s3m/s/silver.zip 194 ***+ Silver Rain by Darkwolf/PR
/songs/1995/s3m/s/skatman.zip 143 * Skatman's World by Brutac/UFA
/songs/1995/s3m/s/sunrise2.zip 50 ** Morng's Sunrise by Dave Ralston
/songs/1995/s3m/t/thund_10.zip 484 *+ Thunderdom 10 by Deep Bass
/songs/1995/s3m/t/twodozen.zip 225 ***+ Two Dozen by Malakai/Neophyte
/songs/1995/xm/e/endless.zip 255 *** Lost in Endless Love by Silencer
/songs/1995/xm/f/fh-2048.zip 1 ** Justachipsong by fh
/songs/1995/xm/f/fh-cathd.zip 292 ** Cathedral 95 by Fh94.3
/songs/1995/xm/f/fireroar.zip 321 **+ Fire Roar by Black Thunder
/songs/1995/xm/g/gather.zip 27 *** We Gather Together by Darois
/songs/1995/xm/h/hitit.zip 42 ** Hitit! by Joshua Szmajdu
/songs/1995/xm/h/hmng-twd.zip 243 ***+ The Wizards Dream by Hemingway
/songs/1995/xm/h/holy.zip 49 *** O Holy Night by Miss Saigon
/songs/1995/xm/h/honteux.zip 251 **+ Honteux by Jojo and Jimi
/songs/1995/xm/i/ivalo.zip 446 *+ Ivalon Valot by S-Teri
/songs/1995/xm/k/k_morn.zip 388 ***+ Morning Light by ViviD
/songs/1995/xm/l/lifewalk.zip 104 *+ Lifewalk by Darius
/songs/1995/xm/o/oouhuhuh.zip 439 ***+ Ooo uh uh uh by Lizardking
/songs/1995/xm/r/realm.zip 100 *+ Realm of Wonder by Darius
/songs/1995/xm/r/revolut.zip 56 * Revolution by Darius
/songs/1995/xm/r/runaway.zip 126 ** Runaway Remix by Darius
/songs/1995/xm/s/sl_nyear.zip 145 **+ New Year Landing by SledgHammer
/songs/1995/xm/s/sol-powe.zip 490 ***+ Power 11 by Solaris/Nearly Gods
/songs/1995/xm/s/stim8.zip 155 ***+ S-tim8 by S-Teri
/songs/1995/xm/s/suitlnd1.zip 65 + ??? by Darius
/songs/1995/xm/t/tatham.zip 69 *+ Tatham Mound by Darius
/songs/1995/xm/t/thoughts.zip 77 * Blind Man's Thoughts by Darius
/songs/1995/xm/t/thru.zip 255 **+ Thru Mi Arms by S-Teri
/songs/1996/mod/i/intmorbd.zip 46 *+ Intro to Morbidity by Napalm
/songs/1996/mod/k/k_ethnik.zip 385 **+ Ethnik(+) by Hollywood
/songs/1996/mod/l/lw_jupi.zip 71 **+ Jupiter Thunder by Michiru
/songs/1996/mod/l/lw_mars.zip 192 ** Mars Fire!!! by Luna
/songs/1996/mtm/k/k_beats.zip 98 *** A Workout for Beats by Maelcum
/songs/1996/mtm/k/k_phot2.zip 129 *** Photoq(slow mo mix) by Maelcum
/songs/1996/mtm/k/k_wagon.zip 283 *** Wagon Station by Maelcum
/songs/1996/mtm/o/orf_iodi.arj 118 **+ Iodine Ionosphere by Orf
/songs/1996/mtm/p/pc_pirat.zip 136 **+ Treasure Island by Gus
/songs/1996/other/k/kx-disc.zip 246 ***+ Discovery by Kxmode
/songs/1996/other/k/kx-frice.zip 191 *** Fire & Ice by Kxmode
/songs/1996/other/k/kx-krom1.zip 82 ** Khromatix(remake) by Kxmode
/songs/1996/other/m/my-mtrip.zip 232 **+ Midnight Tripper by Mysterio
/songs/1996/other/p/pf-spbol.zip 205 *** space_bollocks by Pfister
/songs/1996/other/p/pf-tmonc.zip 94 **+ TELEM0NCH by Pfister
/songs/1996/s3m/j/jbfallin.zip 156 **+ Falling Higher ... by Schizoid
/songs/1996/s3m/k/k_emerld.zip 302 ****+ Emerald Visions by Leviathan
/songs/1996/s3m/k/k_hippo.zip 190 ****+ The Blue Hippo by Siren
/songs/1996/s3m/k/k_mercy.zip 555 **** Merciful Lie by Siren
/songs/1996/s3m/k/k_mgimp.zip 184 ***+ Majik Gimp by Lord Pegasus
/songs/1996/s3m/k/k_mirage.zip 343 *** Mirage Arcana by Phoenix
/songs/1996/s3m/k/k_rhythm.zip 411 ****+ Rhythm Seclusion by Siren
/songs/1996/s3m/l/la_mode.zip 188 ***+ La Mode by Nova & Darkwolf
/songs/1996/s3m/m/mermaid.zip 238 ***+ The Story of the Mermaid by Atl.
/songs/1996/s3m/m/ms-sarah.zip 28 **+ Sarah by Misfit
/songs/1996/s3m/o/offnight.zip 84 **+ Art Official Night by D. Anderson
/songs/1996/s3m/p/panchos.zip 73 **+ Yellow Panchos by Cracker
/songs/1996/s3m/p/pc_woerm.zip 169 **+ Waves of Energy remix by Pt.Zero
/songs/1996/s3m/t/timeflow.zip 129 **+ Timeflow by Julien Lariviere
/songs/1996/xm/l/lok_coud.zip 258 *+ Cloudland by Reflex
/songs/1996/xm/l/lok_nuke.zip 104 * Nuked by Ganja Man
/songs/1996/xm/m/matt-htd.zip 34 * Hardcore Tekkno.. /Matt The Fish
/songs/1996/xm/o/ophelia.zip 347 ***+ Ophelia by Xerxes
/songs/1996/xm/p/pepper01.zip 165 **+ Prepulsion by Kaakao
/songs/1996/xm/p/pepper02.zip 156 ** Using Rubbers by Kaakao
/songs/1996/xm/p/pepper07.zip 315 *** One Love (edit) by Kaakao
/songs/1996/xm/p/pepper08.zip 245 **+ Twisted Industry by Futile
/songs/1996/xm/p/pepper09.zip 179 **+ Gullsten by Kaakao
/songs/1996/xm/p/pepper11.zip 218 ***+ Bruyzeel by Futile
/songs/1996/xm/p/pepper12.zip 162 *** Eucalyptus Obliqua by Futile
/songs/1996/xm/p/pepper13.zip 271 **+ Kolumbus by Kaakao

=----------------------------------------------------------[Graphics:General]-=
Location /demos/graphics Size Rated Description
=-------------------------------- ---- ----- ---------------------------------=
/disks/1996/l/lt-flush.zip 422 ** Flush (four images) by Light
/images/1995/l/lt-dance.zip 57 ** Dances with Fire by Light
/images/1995/s/sck-sunr.zip 144 *** Sunrise by Das
/images/1996/l/lt-shrms.zip 766 *+ Shrooms by Light

=-----------------------------------------------------[Graphics:Non-Reviewed]-=
Location /demos/graphics Size Description
=-------------------------------- ---- ---------------------------------------=
/people/a/axl.gif 139 Axl / Daskmig
/people/n/nova.jpg 237 Nova / Acid
/people/p/pyro_1.gif 50 Pyromaniac / Pure Resistance


=-[Articles]=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

=---------------------------------------------------[Introduction]--[Snowman]-=

Hello all, and welcome to DemoNews issue 114.

Look at that. We dropped by 29 subscribers this week. The reason? People
have lost e-mail addresses and so DemoNews bounces. Perhaps some of the
136 people who downloaded DemoNews via ftp would like to consider
subscribing to counteract that drop? See the subscription info below.

I would like to make a formal apology to the fellows of ACiD. Last week in
the "Top Downloads" section of this newsletter, I described the top
download of the week (an ansi pack) in less than overjoyed terms. About 5
ACiD members have written me since then and voiced concern that I might be
representing the ansi scene unfairly. After looking through the pack, I
recognize that modern day ansi packs actually contain very little ansi.
Instead, the ansi scene seems to have flourished with many talented
graphicians doing high-resolution works of art. Apparently I was behind the
times and had some misconceptions.

In order for us to keep the number of music files in /incoming to a
tolerable limit, we need more music reviewers. Please contact Diablo at
diablo@ftp.cdrom.com if you are interested in joining our team. The only
way that our site and newsletter can continue to grow and get better is
with increased help from the public. Imagine the pride of having your very
own alpha sub-range of songs to review!

A few weeks ago, Dennisc on the IRC channel #trax suggested that we rate
the files under /graphics/people. This is still under consideration.

Warning! Look out for Juhla 96 demo makers on chemical substances! This is
the only way I can think of to explain some of the odd entries this year
(not bad at all, just odd). And while we're on the topic, kudos go to COMA
for their new productions "Paimem" and "60BR W." I don't quite understand
these demos but they are certainly the freshest new things I've seen in
some time. The world is already sick of toruses, stupid ducks and faces
from 3DS, and the 18-bit tunnel plasma... now it's time to just confuse the
heck out of the viewer! :)

My tip this week is to download as many new demos as you possibly can. I've
reviewed over 50 this week and have noticed some new trends appearing. We
both know you don't want to get made fun of on IRC. So kick start that
ncftp2 in your BSD box because some truly great and memorable demos await.

Snowman / Hornet - r3cgm@ftp.cdrom.com


=------------------------[Introduction to 3D Graphics Programming]--[Kiwidog]-=

_____Greetings

Hello everyone,

As my first code article since joining the Hornet crew, I've decided to
write an introduction into 3D graphics coding. Trixter informed me that
DemoNews has never had a 3D article, so it seemed like a good idea. :-)

This will not be just one article - far from it. In fact, it will take
quite a few articles to cover all the information I want to (after finding
out about space limitations on article size I'm allowed to write, I've had
to chop up the series into smaller pieces). But expect a minimum ten or so
articles coming your way...

Most of the articles directly here in DemoNews will be abridged versions of
the full articles themselves (I will have to remove or shorten a few
sections to fit them in here). However, the full article for each issue
will be available in a supplement file on ftp.cdrom.com, either under
/pub/demos/incoming/news/ or under /pub/demos/hornet/something_or_other. :)

The supplements will be DNxxx_3D.ZIP, where xxx is the number of the
DemoNews issue (in this case, 114), and will include the full article for
that week as well as some sample C/Pas/Asm source from time to time.

This series will assume you've never done 3D graphics (or "Vectors" as the
scene likes to call it) before. I'm going to try this on a very basic
level. If you're already familiar with the essentials, you might want to
hit PgDn a few times. Eventually, I'll write about more complicated 3D
issues in later articles. But let's take it one step at a time...

_____What You Need To Know First

I'm assuming you have a knowledge of basic algebra, i.e. early high school
level math. If you've had some Trigonometry already, that will help out,
but I'll try to cover the basics of what you need from that as well. But,
more important than any one particular requirement, you have to like math,
or at least a willingness to like it.

MATH IS ONLY BORING IF YOU DON'T HAVE A USE FOR IT.

Basically, 3D coding is not really about programming... it's almost
entirely about math. The amount of time you spend thinking about what
you're doing is generally a lot longer than the time you actually spend
pounding the keys writing the code.

If you don't think you like math, and you're a coder, chances are you
probably _DO_ like math and just don't know it. :-) I'm serious... a lot
of times when you hate a subject in school, you don't really hate it, you
just think you hate it because you hate the way it's taught. Once you get
down to finding a purpose for all that "useless" knowledge.... it becomes a
heck of a lot of fun.

So if you like math, and you like coding graphics, you've come to the right
place. If you like coding graphics but don't like math... give it a
chance; you may find out something new about yourself. :-)

_____What You Don't Need to Know First

Okay, generally speaking, the chain of math courses taught in high school
and college (or their European equivalents, which I can't really speak for
but I can take a guess) goes something like this:

01. Algebra
02. Geometry
03. Analytical Algebra
04. Trigonometry
05. Pre-Calculus
06. Calculus
07. Linear Algebra
08. Vector Geometry
09. Multivariable Calculus
10. Differential Equations
11. Even more complicated issues that I haven't gotten to yet...

You need to know up to #3 to make use of any of this. #4 would be helpful,
although I'll cover a few things here in the beginning to get you going, if
you've never taken Trig before. The Trig info is *NOT* in this abridged
version of this article, but is in the full version in the supplement file,
DN114_3D.ZIP. So if you don't know any Trig, make sure you grab a copy of
that supplement file.

Pre-Calc and Calc aren't directly needed for this series, although you'll
find it useful later on in life when you want to make really cool movements
for your vectors. And if you know through #7, life is a breeze; you can
forget most of this beginning crap. :) Anything after that I'm not going to
cover by itself, but you'll find it helpful if you know it, as you try more
innovative ideas with your vector code. But still, it's not necessary at
all for the little I'm going to be able to teach you. :)

_____What Will Be Covered In This Series

Whew, it's a whopper. Here's the series layout as I'm planning it so far.
As you can tell, the first couple articles are for the _very_ beginners,
like the kind who know how to code, but have never even touched anything
with 3D before. After the first few, it'll get more interesting though, so
bear with me (if you have some 3D experience already, you can forget
reading the first few articles; they won't do you any good).

01. Basic Trig functions, 3D Coordinate to 2D Screen Projection.
02. 2D and 3D Rotations & Other Transformations.
03. Dot and Cross Products, Backface Removal and Lightsourcing.
04. Polygon Fills - Flat and Lambert
05. Polygon Fills - Gouraud and Phong
06. Polygon Fills - Affine Texture Mapping
07. Polygon Fills - Perspective Texture Mapping, Perspective Correction
08. Spherical and Cylindrical Coordinates
09. Polygon Fills - Bump Mapping
10. BSP Trees and Spatial Partitioning
11. Polygon Fills - Reflection Mapping
12. Alternative Camera Positioning and Motion
13. Path Management, Linear and Bezier Curve Movement
14. Basic Inverse Kinematics
15. (Unknown - I'm not sure how much further I can take it without risking
losing the few tricks I have up my sleeve for my future :)

It's quite likely that the later articles will be split into separate
articles as well (I doubt I can fit both Gouraud and Phong, for example,
into one article). So the numbers are probably going to get higher and
higher. It will probably be around the time of NAID or afterward that the
series ends.

Get ready for a crash course in 3D... :-)

_____Section One - Basic Trigonometric Functions

Well, the majority of you have taken Trig by now, so by space limitations,
I can't fit this section in here. But as I mentioned before, the section
is in the supplement file, so make sure to download that if you need a
rundown on the Trig you'll need.

_____Section Two - The 3D Cartesian Coordinate System

Okay, you're undoubtedly already used to doing graphics in 2D using the X
and Y axes; it's what you've been doing in algebra all along. Well using X
and Y is the 2D standard of the Cartesian coordinate system, and likewise,
we need to add another axis of depth for 3D - The Z axis. But where does
this Z axis go?

Well X and Y are perpendicular to each other in the 2D plane. It's the
same as the plane of your screen, for example. Well in 3D, we can get
depth by putting the Z axis perpendicular to that entire plane altogether,
going either into or out of your screen.

A common term for a line or plane perpendicular to another plane is
"orthogonal". That is, we want a Z axis that's orthogonal to the XY screen
plane.

But in which direction? It can either go into or out of the plane, so
which one is right? Well this is really entirely by convention... the
standard way is to use a "right handed" orientation. What's a right handed
orientation? Okay, hold up your right hand in front of your face. Point
your thumb toward your nose. Now look at your fingers... they curl
counterclockwise. This is the basis behind a right-handed system.

When you have the XY plane, the two axes for X and Y are to the right and
going up, respectively. So if you start your hand at the first axis, X,
and curl your right hand's fingers in the direction of the second axis, Y,
your thumb will point out toward your nose.

So the Z axis goes out of the screen, toward you, by a right-handed system
(for the same reason, if you used the YX plane instead of the XY plane, the
curl would be in the opposite direction and Z would go into the screen
instead).

Cheesy ASCII graph....

Y
|
|
| Screen Plane
|
|
/-------X
/
/
/
Z


The graph above is the way we're going to do it in this doc. All 3D
Cartesian really is, is just the same coordinate system you're used to, but
with the added dimension so you can locate a point anywhere in space and
not just on a plane. End of story (You might find later that other
coordinate systems, like spherical and cylindrical, can help out with some
routines... but I'll go over those in time).

Short section, eh? There's more, but not much. :-) Well, now with the 3D
system in your grasp, it's time to put it to use, and get some 3D points to
show up on-screen.

_____Section Three - Perspective Projection

Now we've got this nice XYZ spatial coordinate system... but how do we take
advantage of it and get some stuff on-screen from it? In 2D, it was
easy... you just used the same X axis as in your coordinates, and the Y
axis was the same only flipped upside down (since as you know, in coding
it's easier if the Y axis goes down, for calculation reasons). But how are
we going to take this Z thing into account and make things look right?

The way we do it is by "Perspective Projection". Perspective is a pretty
basic idea which you see continuously in your life.... Things further away
from you look smaller than things closer up. Pretty obvious fact that
you've lived with throughout your existence. :)

Well all we have to do is turn that simple principle into math...

English way: "Things further away from you look smaller than things
closer up."

Math way : "The projected size of any object in the eye is inversely
proportional to its distance from the eye".

It's more "math-like", but still makes sense, right? They both mean the
same thing more or less, but the second phrase is more easily turned into
equation form... the kind we can put into our code.

Okay, by our ASCII graph of the coordinate system, your eye lies right
along our Z axis, staring down in the negative direction (the Z axis goes
out of your screen, and you're looking in). So an object's, or point's,
distance from the eye is going to have a lot to do with the Z coordinate of
that point.

So the first thing we need to settle is, if our eye (or in our case, the
video screen) is sitting somewhere along the Z axis.... where along the Z
axis is it? In truth, this is entirely up to you... the screen is just a
"camera", and we're trying to find a convenient place for it to sit. All we
know is that it goes along the positive Z axis.

It turns out for calculation reasons that a very effective place to put the
camera is at Z=256. You'll see why in a minute... (and no, none of this is
carved in stone. Cameras can go anywhere and view in any direction, it's
just that the math gets more complicated).

Okay, now we've got the camera at (0,0,256) and pointing in the negative
direction. That means that our Cartesian origin is exactly 256 units away
from us, right along our line of sight. The next thing we need to make up
is a frame of reference for X and Y.... How big, visually, is a unit along
X or Y? Well we can use any set of values we see fit, but just to make it
easier on the brain, we want to use something we're already used to...
something intuitive...

How about 1 pixel? It's easy to compute, since it's the same as your
screen plane. Okay, so we know _somewhere_ viewable along this axis, X and
Y are going to mean 1 pixel units.

But where along the Z axis? If things get larger as they get closer and
smaller as they get further away, where's a good distance to say where the
unit/pixel plane sits?

Heck, why not just use the Z=0 plane? After all, we know the origin is
perfectly visible (256 units down the -Z axis) so the origin is easily in
reach, and probably will make it easy to calculate our perspective viewing.

Okay, we've got all we need to set up some perspective equations. Now
let's do some simple examples in our heads so we can find out where these
equations are coming from...

In 320x200 resolution (you can use any resolution you want, really, but
this is just for demonstration), the center point of your screen is at
(160,100). Makes sense, and you're probably very used to this by now.
Well, we're viewing along the -Z axis, so that's where our axis is going
down. Right along the line of that pixel. No up, no down, no left, no
right. That's it.

Now we know that at Z=0, every X and Y unit means one pixel. So where
would (5,5,0) be positioned? Well, it's the same as our screen plane, so
there's no distance adjustments to do. It's 5 to the right of the origin,
so ScrX=160+5 = 165. And it's 5 above the origin, which is in the opposite
direction of our "screen plane" Y, so that's ScrY=100-5 = 95. You've got
your projected point.

So what to do with points not on Z=0? Howsabout (5,5,128)? Well if we
think about it, Z=0 is 256 units distance from the screen. Well Z=128 is
256-128 = 128 units distance from the screen. Exactly half of the distance.

Half the distance? That makes it twice the size! :-) So instead of adding
5 to X and subtracting 5 from Y, you'd use 10 instead for each axis. That
would give us screen coords (170,90) for this point. Same 3D X and Y as in
the first example, but the fact that it's so much closer makes it look
further from the center of the screen... the essence of perspective. :)

Now in general, our equations go something like this

ScrX = ( Lens*X / Distance ) + CenterX
ScrY = CenterY - ( Lens*Y / Distance )

I'll explain each piece. First, ScrY _would_ be the same basic equation as
ScrX, except that we have to do the subtraction instead because Y goes down
onscreen, not up. Anyway, we have a few variables here...

ScrX and ScrY are the screen point of the 3D point we're trying to project.
I figure you guessed that one already. :-)

Distance is the distance of the point from the eye. As we discussed
before, this has a _direct_ correlation to the Z coordinate of our 3D
point. Now since we're on the positive Z axis but viewing in the negative
direction, and we know that at Z=0 the distance is 256, then any point
where Z > 0 will have a distance < 256. Likewise, if Z < 0, the point will
be further away than the origin, and distance > 256. This makes distance a
very simple value:

Distance = (256-Z)

Pretty easy, eh? :-) Now, Lens is a multiplier used to give your
projection the right "field of view" that you want. You can manipulate
Lens to give the projection a very narrow range of vision, or to give it
the classic "wall-eye" view as well. But in general, a really messed-up
field of view will make people want to vomit. It's not natural.

So we want to set it to something that will "feel" natural. Well, from our
calculations and the fact that we want a unit/pixel relationship at Z=0, we
can get our Lens factor immediately... 256. It's also a nice multiplier,
as you can use bit-shifts to get it, instead of a costly MUL instruction.

And finally, CenterX and CenterY are positive integers that match to the
center X and Y point onscreen; 160 and 100 in this case (the Center value
for any resolution is just the resolution/2, which makes sense).

So, from there, our equations boil down to

ScrX = ( 256*X / (256-Z) ) + 160
ScrY = 100 - ( 256*Y / (256-Z )

The first thing you should recognize is that we don't need to calculate
(256-Z) twice. Also, if you use fixed point, you can calculate the divide
only once as well, but that's for a later article (I'm not focusing on
optimizations in this one). Anyway, let's work out one of our previous
examples using these equations and see if we get the same result. How
about the (5,5,128) one... let's see...

Distance = 256-Z = 256-128 = 128

ScrX = ( 256*X / 128 ) + 160
= ( 256*5 / 128 ) + 160
= 10 + 160
= 170

ScrY = 100 - ( 256*Y / 128 )
= 100 - ( 256*5 / 128 )
= 100 - 10
= 90

Yup, same answer! And these equations go quite easily into code. :-)

Now you'll find that using straight integer math with these equations will
work well at first, but there are added advantages to using fixed point
math as well. If you're familiar with fixed point, you should have few
problems trying to adapt this to it, speeding things up in the process. If
you're not familiar with it, don't sweat it; I'll cover it in an upcoming
article.

Well, looks like that's the end of this article... make sure to check out
the supplement for some sample source in Pascal and C, and try a few
experiments out on your own! You'll want to get very familiar with
projection as we get into more advanced stuff later on... and since it's at
least a week until the next DemoNews, you've got the time, so take
advantage of it. :-)

Next issue, it'll be time to start on our path to not just getting these
points up there, but getting them to move. Straight movement left, right,
up, down, in and out is easy... you just add or subtract from X, Y, or Z.
But rotation, that's another story.

Until next time.

Kiwidog / Hornet , Terraformer - kiwidog@vt.edu


=------------------------------------------------[OZ96 Mini-Report]--[Random]-=

Hello, Random here. I was one of the organizers of the small demo party
called Oz96 held here in Australia on the week of the 17th of January! This
is just a short party report, my full report will be in the Oz96 party
report (real intro thing :]), or in NWO#9, or in What?!#2 or wherever.. :)

Unfortunately this article has been inspired by something depressing.
Unlike some of the other short reports I have written for Oz96, such as the
TraxWeekly Music compo report, that report was written in a happy mood
after hearing good comments of Oz96. But of course some people believe
that everything is bad, and they must put it down, so that is what has
inspired this! :(

Anyway, the party started on the 17th of January ('96), and finished on the
19th. There were 'officially' 59 people who attended, but another 5-10
people decided that they didn't need to pay so they abused our rather
friendly attitude. :( That was mainly because they only stayed for a
couple of hours anyway, so it wasn't that bad. (Also two people who turned
up just before the final compo on the last night of the party didn't have
to pay).

The organization of the party got off to a bad start. :) Of the 4
organizers in Sydney (where the party was held), 2 of them were on Holidays
in the US up till the 13th of January!! :) But just about everything went
quit well despite that. :)

On the first day of the party when the organizers were supposed to turn up
early, all but one (ME!) came late, so it was again weird. :) We had
noticeable problems setting things up, the venue was still in a slight mess
when the actual people started turning up, and we didn't get the network
fulling running until the next day! :) But it didn't really matter.

Once people started turning up the main problem was that even though we had
locked the front entrance to the party and put a sigh saying that entry was
at the rear, somehow people managed to get in through there! :) So it made
selling the tickets slightly more trouble than expected. :) But due to the
fact that everyone attending was quite honest nobody purposely evaded
paying. Well, with some exceptions, but they had their 'reasons' which
were fair, in some cases (but I wont bother getting into them).

Once the actual party started, i.e. us organizers started speaking and
shit, we realized that we didn't have a working microphone! :) The one we
had was broken. :( But it was a small enough venue so that it wasn't
really necessary! Due to that and some other things, the first compo, the
Ansi compo, was delayed slightly. We also realized that the big screen
projector we had been promised was not turning up! :( So instead of having
use of a AU$20,000 digital projector which we were promised, we had to put
up with a rather old PAL projector, and a VGA2PAL converter. Needless to
say the quality was not the highest. :(

But once we had everything going, and we started collecting ANSI entries,
we were suddenly shocked to find only 2 entries entered before the
'deadline'!! :) So we extended the 'deadline' slightly to figure out what
the hell was going on, and in the next 5 minutes, another 9 entries turned
up. =) So we were happy! :)

The ANSI compo went through without any incident and same with the VGA
compo afterwards! When we came to the music compo, everything was going
good, and we had played 15 (of 24) entries, when the neighbors decided to
complain. :) It was about midnight by now, so it was understandable. :)

The lucky entry to be the 'cause' of the complaint was called the "Tired
Man", and was by Tuksu (sort of in the group Tpolm :]). That entry did not
come out 'as expected' on the sound system, and so it was understandable at
the time why the neighbors got angry. :) In the end Tuksu ended up placing
4th, and he won a prize, so it turned out great for him! :)

Anyway, the remainder of that night was filled with 'Pulp Fiction' Laser
Disks, and Ren and Stimpy episodes, so it was fun! :)

The next day we finally got the Network running very well, and despite the
quite rare blackout it was very stable! So we got some things like a very
large Doom2 comp going, in which one of our Sponsors, Spatial Systems, was
giving away two of their 'SpaceBall' 3D controllers, which we all got
plenty of time to play around with! :) Also some Command & Conquer games
got going, but the best game; Ozone&Random vs. BlackArtist&Friend didn't
get going. :( hehehe...

Once we got back into the competitions again things were delayed again, but
we eventually got the 16k music compo going well, and everything was fine.
:) But, when it came to the 4kb intro and demo compos, things got 'hairy'
:) We realized that the compo machine had not arrived (since on the night
before it experienced 'technical' problems), so we had to find a
substitute. That made some people happy, (hiya Gaffer) as it let them
finnish their entry! :) In the end we used a 486dx2-66mhz, instead of a
dx4-100mhz, but there were very few complaints. :)

Once we got those compos going they went nicely, very few entries crashed,
and when they did they were re-played with a different setup anyway.. So
overall things were nice. Unfortunately due to the mixups before the compo
one entry was not shown!! That was 'From Real 2 SuperReal' By Jsno/Hornet,
which was a great pity that it wasn't shown, but by the time we realized it
was too late. :( That demo is one of the best from the party so I suggest
you get it, it will be released with the rest of the entries.

After (and during) the demo compo (which was the last event) many people
started getting intoxicated [hide] :), and so the results of the demo compo
voting probably were affected by that. ;) But lots of fun things happened
at this time, and it was a good end to the party! (I wont say much of
this, I'll leave it to one of the other reports, which will include the
interview with one particular drunken group. :])

In the end, most people said they were quite happy with the party, and were
anticipating Oz97! :) Which it seems will be held same time next year but
in Queensland, not NSW. That should be interesting. :)

From how I see it, the scene is made for fun! And that is the ONLY thing I
had in mind while doing whatever organizing I was doing. Unlike some large
Euro parties which are basically organized by large Companies who sponsor
the event, Oz96 was all for fun. And that's what happened in the end.

I am very happy with how things turned out, and even though we only had
around 70 people attending, all the costs were totally covered, including
prize's. So it goes to show how the scene can have fun without the
'commercialism' that becomes so prominent in the larger parties..

I guess I can close by saying; "We had no Damn Rave in the sleeping area!"

Bye then.. =)

Random / xtatic , Oz96 Organizer - random@zip.com.au


=-[Subscribing]-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

_____How to subscribe to DemoNews

Mail to : listserver@unseen.aztec.co.za
Body : subscribe demuan-list [first_name] [last_name]

The listserver will send DemoNews to your e-mail's return address.

_____Back Issues

Older issues of DemoNews can be located under /demos/hornet/demonews.
Newly released issues of DemoNews are posted to /demos/incoming/news.


=-[Closing]-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

For questions and comments, you can contact us at r3cgm@ftp.cdrom.com
Your mail will be forwarded to the appropriate individual.


...........................................................End.of.DemoNews.114.

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