OS4 DepotLogo by Marko 
(anonymous IP:,1267) 

   Bug tracker
   Locale browser


   o Audio (329)
   o Datatype (47)
   o Demo (186)
   o Development (534)
   o Document (21)
   o Driver (88)
   o Emulation (142)
   o Game (866)
   o Graphics (465)
   o Library (94)
   o Network (205)
   o Office (56)
   o Utility (816)
   o Video (61)

Total files: 3910

Full index file
Recent index file



Support the site

 Readme for:  Demo » Scene » Traction » ante_dominum.lha


Description: Ante Dominum. 3st at BP2006 in 64k compo.
Download: ante_dominum.lha       (TIPS: Use the right click menu if your browser takes you back here all the time)
Size: 2Mb
Version: 0.1
Date: 31 May 2010
Author: Traction group, aos4 port by kas1e
Submitter: kas1e
Email: kas1e/yandex ru
Requirements: OpenGL
Category: demo/scene/traction
License: Other
Distribute: yes
Min OS Version: 4.1
FileID: 5587
Comments: 2
Snapshots: 3
Videos: 0
Downloads: 237  (Current version)
237  (Accumulated)
Votes: 0 (0/0)  (30 days/7 days)

Show comments Show snapshots Show videos Show content Show crashlogs Replace file 
Some scene are slow even on 1ghz cpu. There is many fastor which make such
slownes, like little raw cpu power for modern demos, bad opengl realisation for
now (2010) with warp3d layer beetwen + some fucntions like trasformation,
lighting and such done in SW mode (and not hardware accelerated) and so on. But
anyway, its interesting to see.

As usual i rewrite FMOD on SDL_Mixer, add window/fullscreen modes and alt.

--original readme--:

   Martti "Preacher" Nurmikari - Programming
   Jukka "Grip" Дlli           - Soundtrack
   Brett "Firelight" Paterson  - XM Player
   Fabian "ryg" Giesen         - Packer
.Information and random babble

 It seems strange to sit here, writing this infofile in the beginning of
January.. but the intro
 is in releasable condition and writing infofiles is my favourite part of the
production process,
 so why not? :) 
 I was originally only supposed to make a demo for BP, but then I was contacted
by iq/rgba who was
 interested in getting something done by me for his ICM 2006 (International
Congress of Mathematicians)
 workshop on realtime mathematics, so I hacked this thing together. Since his
deadline and Breakpoint
 coincide nicely, why not release this here as well? It's not as "entertaining"
as some prods I
 have made, but I think it contains some beautiful visuals. 
 The name is Latin for "before God". To quote Paul Dirac: "It seems to be one of
the fundamental 
 features of nature that fundamental physical laws are described in terms of
mathematical theory of 
 great beauty and power, needing quite a high standard of mathematics for one to
understand it. 
 You may wonder: Why is nature constructed along these lines? One can only
answer that our present 
 knowledge seems to show that it is so constructed. We simply have to accept it.
One could perhaps 
 describe the situation by saying that God is a mathematician of a very high
order, and He used very 
 advanced mathematics in constructing the universe. Our feeble attempts at
mathematics enable us to 
 understand a bit of the universe, and as we proceed to develop higher and
higher mathematics we 
 can hope to understand the universe better."
 Included (for the sake of making myself sound smarter than I really am) are:
 Platonic solids
  - Just a visualization of the five Platonic objects in classical mathematics.
 2d potential field
  - Also called a "plasma" in some circles ;) two functions are morphed, one is
a distance field
    and one a combination of sine waves... ;)
 Newton-Raphson fractals
  - A polynomial function is iterated in the complex plane and the phase angle
plotted in a grid.
 Lorentz attractor
  - The classical attractor system, arising from all sorts of physical
phenomena, visualized.
 Rossler attractor
  - Arises at least from oscillation in chemical reactions.
 Diffusion limited aggregation
  - Simulation of diffusing particles, where the particles stick to each other
or the edges of the
    cube holding the simulation when they meet. 
 Voronoi diagram
  - Divide the plane into sets through generator points calculating which point
is the closest. Also
    known as cellular texture ;)
  - Just a bunch of curves in three dimensions. Pick a bunch of points, for each
point, give two
    angles, their derivatives and speed, then just iterate, plotting the
trajectory. Nothing mathematical 
    in it, but it looks pretty.
 2D vector field
  - It may look like a tunnel, but it's not. It's just a bunch of particles
moving in three different
    vector fields, varied over time.
 Breadth-first search
  - Tree patterns are generated using fibonacci numbers (first branch gets two
children, the next three,
    then five..), which are then visualized per generation. Fibonacci numbers
grow big fast, so only
    generations up to six are used. 
 IFS fractals
  - A set of transformations is defined for the two-dimensional plane. For each
iteration, one is picked 
  randomly and the pixel plotted, which results the pixels to converge towards a
set. The transformations 
  are varied over time, to animate the fractals. (any set of transformations
will make a fractal, but
  because most of them look like shit, the original parameters which I tweaked
are from Paul Bourkes site)
 3d vector field
  - Particles in three-dimensional vector fields. Pretty. 
 Left out, are, some stuff that you may or may not see in the future ;)

 Preacher : syksyisin()gmail.com
 Grip     : grip()jippii.fi


 Greetings and love to all of my friends, you know who you are.

Copyright (c) 2004-2019 by Björn Hagström All Rights Reserved