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原始链接: https://news.ycombinator.com/item?id=37927344

这条精彩的线,充满了激励人心的故事和社区成员分享的知识。然而,对于关于参与数字艺术社区的提问,我想说确实是有挑战性的,需要投入时间和精力。但是它是可行的。许多人能够在平衡个人责任和专业事业的同时为数字艺术社区做出贡献,无论是通过编程、图形设计、音乐创作、硬件优化,还是简单地传播意识和举办当地聚会。关键是找到你感兴趣的点,在那里你可以贡献、学习并与其他人分享想法。关于在美国参与数字艺术社区的问题,已经有一些当地的倡议正在涌现,在过去的几十年里,美国程序员与国际社区之间一直有着长期的联系,可以追溯到20世纪80年代的拨号论坛系统(BBS)交换。从地理上讲,聚会的数量是有限的,但最近努力将旧有的会议记录数字化并保存与历史里程碑相关的文档有助于填补代际之间的差距并为世代的爱好者和先驱提供连续性,从而使较新的贡献者能够追踪他们的足迹,并在他们之前的前辈领导者和导师留下的脚印上跟随。所以,如果有人想参与数字艺术社区,他们可以从本地的小事开始,并通过数字通信在全球扩展,也许从参加附近的聚会开始,通过GitHub和/或Twitch直播分享代码,为大型国际节日和组织(如著名的每年举行的REVI[SION]音乐节,那里的提交通常包括像疯狂比赛、64KB介绍、fastfile fx等类别,文件大小限制通常以兆字节为单位)提交项目,或者贡献教程材料或整理档案来记录关键成就和随着时间的推移的进化发展。

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What is the Demoscene? An interview (onthearts.com)
504 points by keiferski 19 hours ago | hide | past | favorite | 205 comments










The demo scene was so formative. Like many others of a certain age in the 3D industry, I was first a demo scene coder, because what else was one to do if you were good at math and computer science but still stuck in high school?

My 1997-era renderer did reflections, bump, color textures, etc all in 16 bit using x86 assembler rasterizers, no floating point, with 256 color palette - source can be found from this link: https://twitter.com/benhouston3d/status/1260346800176877571

Another demo from the same era (1996), also includes source: https://twitter.com/benhouston3d/status/1272530352070971397

Nearly 30 years later I am still doing 3D graphics, contributing to Threejs (which is run by mrdoob, another demo scene coder), glTF, VFX software, https://web3dsurvey.com and have run a computer-graphics company for the last ~20 years: https://threekit.com



Agreed! I had so much fun as a teen-ager doing this!

I implemented real-time Phong rendering on 486SX (no FPU) with a chrome-like effect (see https://github.com/thbar/demomaking#obez-1995) and this still gives me chills.

I met great people back then, and had a ton of fun.

My only regret is that source code is lost, and decompiling properly is not easy!



The only reason I'm a software engineer today, is the scene. And I'm sure that's not just the both of us :)


It clearly had a huge impact on me too!


I was doing the same as you. Gouraud shading, texture-mapping, phong-shading.

I looked at your code and saw only .cpp files. I had to open your triangle renderer, and there it was - you'd inlined your x86. I don't think I ever inlined my assembler, even though I was using Borland C++ like you. I think I must have linked it in somehow?



> I was doing the same as you. Gouraud shading, texture-mapping, phong-shading.

Is your old code posted anywhere? I think many of us were working from the same example projects/tutorials. I wouldn't be surprised if the code is incredibly similar.

> I had to open your triangle renderer, and there it was - you'd inlined your x86.

Being able to inline asm was amazing. The code:

https://github.com/bhouston/3DMaskDemo1997/blob/master/src/N...

Being able to access C++ variables on the stack directly from assembler to read and to write to them was so nice. You get the speed benefits without adding significant complexity.



I mixed TurboPascal (or C++) with Assembly for critical loops, and it changed everything :-) (high level for overall scripting, low level for rendering triangle loops).

I would love to be able to properly decompile my old demos, but it would require a bit of work.

For phong rendering, I remember I interpolated the full vector along each line (with an "integer" square root table stored in memory, taking 512k or something), it was fun times :-)



I think all of my code is lost now. My artist friend says he has a hard drive which might have the binaries on it.

I did find one of my commercial releases on the Internet the other day because it was on a magazine cover disk in 1994 which saved it from obscurity :)



Is the 3D industry a good one to get into ? Or is it too full of crunch and low pays ?


It was horrible to work for a VFX firm in terms of work-life balance, but the pay was okay. I quit after 3 years. One crunch time lasted 27 days in a row many of which many were 10hrs per day. And then I didn't even get credit on the final film even though what I did was critical for it.

When I started my own firm in 2005 I adopted a no-overtime policy in reaction to that. This was more feasible since I was creating and delivering software and this was more predictable and containable than doing VFX itself. This has loosened a bit as the company grew, we got funding, then got other divisions, etc.



10 hours per day! You worked at one of the nicer places then. Next you'll be telling me they gave you more than one toilet break a day and even let you out from time-to-time to find food.

I couldn't take the hours, honestly. The place I worked I was ended up sleeping under the desk and doing 20hr days to make crunches.



> 10 hours per day! You worked at one of the nicer places then. Next you'll be telling me they gave you more than one toilet break a day and even let you out from time-to-time to find food. > I couldn't take the hours, honestly. The place I worked I was ended up sleeping under the desk and doing 20hr days to make crunches.

I think all of this is also completely unnecessary. Work-life balance is necessary if you want to have a family and enjoy it - that means you need weekends off, and you need standard business hours. Otherwise, it messes up daycare, evening children events and the split of chores between you and your significant other (which will lead to fights.)



I agree. I was pushed into those hours, but it was because of bad scheduling, for deadlines that didn't matter. And your productivity drops considerably the more hours you do.


There's something interestingly poisonous about the demoscene mentality. Write small, hacky, throwaway, non-reusable code, hand minified beyond readability. Unit tests aren't relevant. You can see this mentality infect WebGL systems and places like Shadertoy. There's a tension between "software engineering" (whatever you want to call it) and demoscene hackers.


Huh?

The demo scene is a bunch of kids having fun and learning algorithms primarily. To tell them that they need to write unit tests is ridiculous. They will have time to learn about large scale architecture and unit tests in time - by why not try to have fun for a bit?

Shadertoy isn’t meant to be reusable/production code. It is meant to be a fun computer graphics algorithm place. A place to experiment and learn.

We can take the fun out of coding later - that is what paying jobs are for. Why not have some spaces for fun?



C=64 has a 1 MHz cpu and 64 KiB of memory but that doesn't stop magicians from creating things like this:

Booze Design - Edge of Disgrace

https://www.youtube.com/watch?v=nLIUkBa_mA0



Software 'engineers' see the demoscene as an annoying reminder that code can also be crafted like art, unconstrained from corporate concepts like 'design patterns' and 'clean code'.


not just crafted like art, but actually is art. it's an executable that runs just for the sake of lighting up some hardware. Not for collecting your email address or selling you a thing.


If you just knew how shitty actually were lots of commercial releases with tons of crude and shitty hacks before a release...

Specially in commercial gaming.



In the 2000s I did a quite a few demos¹.

Even if it was fun I often felt it was useless because the skills I was acquiring were only applicable for game development and that was something I was not interested in.

It was quite a shock to me when I found myself working on a WebGL demo for Google² and all what I had learnt in the demoscene paid off (and has continued paying off ever since!³⁴).

1. https://ricardocabello.com/

2. https://experiments.withgoogle.com/3-dreams-of-black

3. https://threejs.org/

4. https://m.pouet.net/lists.php?which=153



Getting older, one of the most important things I've learned is that no technical skill is useless. Especially since you never know where you end up. I've had so many things at university where I was absolutely sure that I'd never need them. And for like 90% of them I was right. But the remaining 10% were incredible boosters to my career and I never would have thought they could have such a huge a impact.


You seem to contradict yourself. You claim no technical skills are useless then claim that you didn’t need (use) 90% of them. Am I reading this wrong?


> You claim no technical skills are useless then claim that you didn't need (use) 90% of them.

Restating their (apparent) point more explicitly: there are no technical skills that have probability 0% of being used; there are many (most) technical skills that have probability less than 100% of being used. There are cost-benefit tradeoffs to consider, but assuming the cost is low enough, it's better (useful) to have it and not need it than need it and not have it.



The argument is that you cannot know ahead of time which skills you are going to use, so at best you can only determine which were useless after you're dead. However, there's also the "practice" argument: piano learners don't play scales so they can play a scale at Carnegie Hall, the practice fits within broader learning.


None are useless. They are right about that.

It is about coverage and opportunity in our lives.

The more skills one picks up, the greater the chance any one of them will make a big difference.

Here is a crazy example:

Paper tape. In the late 80's, I worked in some smaller shops using paper tape to drive their CNC machines. I learned all about it and can patch, the whole nine.

A few years ago a call for help found it's way to me and it turns out there are STILL people driving CNC machines off paper tape! I was able to fix the setup and get them running, edit a few programs and repair a damaged tape or few. Made a nice bit of extra cash.



If 10% of your skills are useful, you still want to increase your total skills to increase the value of that 10%.


You don't know what 10% you are going to need.


Practical skills are useful - school isn’t.


Seen from the perspective of my own education that is a very strange thing to say. Did you never learn anything practical at school or university? My own education was full of things that I have used all my life in my career as an engineer.


Some schools are more practical/focused than others.


You are going to be very surprised when you find out that all your “practical” skills are nothing but the distillation of decades of research and applied science, most of it done at schools and universities.


Oh man, I couldn't disagree more. Learning is learning. My education was broad in a few ways, and so many of the thing I learned that were seemingly unrelated to technical skills have made me a better engineer in many ways.


Some young people aren't sure what they want to do with life and school is a reasonable place to figure that out and hopefully pick up some practical skills/networking/life experience along the way.


100% disagree.

Imagine how much better off our society would be if every adult was grounded in the fundamentals of political science, ethics, economics, and philosophy.

An educated electorate demands higher quality candidates. The populist demagogues of the last several decades wouldn't have stood a chance.



Being a techie also means that you aquire meta skills like being able to figure out and troubleshoot random tech very fast, no matter how trivial or complex. Where most people would never bother to dig deep enough or quite really fast, techies can deep wide and deep, over a long period if need be.


>And for like 90% of them I was right. But the remaining 10%

I'd argue that this kind of language isn't even right. It's not only that you don't know when you need something, you don't even know when you use it. If we've learned one thing from the success of ML systems it's that the proper representation of knowledge is extremely complex and connected. Everything influences everything else. You can't learn "10%" of a language, or "10% of programming", as if there exists some chunk neatly separated from the rest.

It's much more likely everything you learned contributes to most of what you do, even if we're not actively aware of it. You can't learn x% of Mandarin by learning y% of the words, it's not even appropriate to separate anything into useful or useless. Almost everything you pick up just illuminates your mental model just a little bit more.



Here's me in 1995 talking about demos on Usenet!

https://groups.google.com/g/comp.sys.ibm.pc.demos/c/TR8hmM3I...

My demos were my resume (CV) at the time. I remember Jez San of Argonaut (Starfox) contacting me and wanting me to come interview for a development position. I was 16 IIRC.

A year or so after that I became a professional game developer. In fact, the game I was working on was changed from 2D to 3D overnight and I pulled out my demo source and ported the whole 3D engine over in two weeks:

https://youtu.be/t2kdKB18c7I?t=330

Demos really force you to learn everything there is to know about how a modern computer system works, CPU, RAM, ROM, bus, video, etc. That knowledge will remain invaluable.

I mostly do web dev in C#, but any time I write a single line of code my brain is thinking in the background "how many opcodes will this be? what about this branch? am I making an extra copy of this variable for no reason?"



Copying variables has only superficial values nowadays - the compiler will track variable lifetimes and allocate registers or spill them to stack as appropriate.

For C# specifically, if you want to scratch the itch, there is a way :) If you are using VS, you can install Disasmo extension and disassemble arbitrary methods with SHIFT+ALT+D (keep in mind it's ready-to-run-like codegen which does not have all optimizations).

You can also go further, and use `DOTNET_JitDisasm='methodName'` env variable - in this case you will see how method transitions through all compilation tiers (if it gets promoted past Tier 0). And last but not least, if you build your .NET binary with NativeAOT, you can just use standard disassembler, debugger or profiler you would use for C++ binaries.



This brings back the memories of my first ever "high profile" job[1][2]. 2012, I was a wannabe gamedev at the time (even made a couple mediocre demos), but actually a pretty decent backend dev, so they somehow hired me to do the backend/devops. WebGL was a hot new thing at the time, and we were running into a lot of compatibility problems on various consumer GPUs. So I've helped get the 3D/frontend guys set up Sentry, so they could actually see and fix all the problems. Even though all my code ended up being "invisible", I like to think I had a hand in making the beautiful graphics happen.

[1]: https://experiments.withgoogle.com/find-your-way-to-oz

[2]: https://www.youtube.com/watch?v=5NBc5aYtz_0



I was a wannabe gamedev also, was obsessed with learning 3D concepts, optimizing code, learning assembly language, and so on. After getting nowhere with game companies (You think FAANG is selective?? Try late-90's game companies), my first job ended up being writing GPU drivers for a major graphics card company. Lucked out, I got to work with gaming technology but without the soul-crushing burnout and 80 hour week death marches.


This is honestly one of the best kept secrets in tech. If you actually want some work life balance and don't care too much about job titles and status, the best gigs period are those where you support the "front line" devs in some fashion. Nearly the same pay, but less stress and more self-direction. Tooling and QA folks rarely get called up at 3am on a Sunday morning because prod is down.


I wonder if some AMD folks did last week when their latest drivers caused players to get banned in counter strike haha


To this day that's still one of the top WebGL sites!


Ha, for some reason my company (actually zscaler) is blocking your ricardocabello.com site because of "Copyright infringement". I'll check it out on my personal laptop.

I remember your 3 Dreams of Black experiment when it came out, that was awesome work!



Yes, the whole problem area of GPU programming, not just for 3d or VR but also 2D pixel-perfect rendering on GPU (which is going to be needed as screen resolutions, color depths and frame rates increase, leading to more overhead if rendering on the CPU) is ripe for the application of demoscene-like techniques.


Your work was an inspiration for me growing up! A big fan of anything mrdoob


Glad to hear! ^^


I remember my father telling me (tongue in cheek) "sure, 3d realtime polygons are nice, but when will it earn money?". And many years later, I'm still coding both for fun and money (and usefulness).


Mr Doob! Thank you for your work on threejs! The webgl demos etc were, and still are, inspiring!!


As we speak I’m hacking on an art project with three.js and frame.js.

Thank you for these!



My pleasure!


You're work is incredible! Thank you for sharing!


I'm a huge fan of your work.


r08028 is still one of my all-time favourites! (To the point that I ripped it off -cough- paid tribute to it in a GBA demo years later)


Oh! Was not aware! Unibrau¹? :D

1. https://demozoo.org/productions/4870/



Yep! :D

The first abstract scene (about 30secs in) is basically r08028 but less cool :-)



Following a passion is a very valuable skill!


tell shine I said hello


will do!


In case you wonder, the scene is not dead. It certainly is not what it was anymore, but there are still many people trying to push the limits on old computers.

Some demomakers are also active in the emulation scene.

But in the end, I guess all of that will die with "our" generation. We were born in that golden age and kids today can't live in our past (and that's fortunate!). So our art, emulators, scene will eventually pass away with us.

So don't wait, write that demo while you're still young enough to compete :-) (I did my last production at 49 :-) )

Greetz to Imphobia/ImpactStudios/Cascada/FrenchTouch !



The Pico-8 scene has a number of demoscene artists.

Here's some examples picked randomly from the "featured" category.

- https://www.lexaloffle.com/bbs/?pid=66745#p

- https://www.lexaloffle.com/bbs/?pid=99910#p

- https://www.lexaloffle.com/bbs/?pid=115136#p

- https://www.lexaloffle.com/bbs/?pid=108652#p



If by "all of that" you mean people caring about Commodore vs Amiga pissing matches, maybe. But the Demoscene is much more, and that's not tied to your generation. There's demos targeting platforms that have only now existed for a few years.


> Commodore vs Amiga

I assume you mean Atari? Commodore owned Amiga



they might mean C64/C128 vs. Amiga


I initially thought parent commenter was being witty... thanks to this comment, I realised that the parent commenter might not have known that.


I would say it is "transformed"

https://www.shadertoy.com/



I suspect you're aware, but leaving this for the hackernews crowd that might not be: Shadertoy was in fact made by sceners for sceners. Inigo Quilez is iq/Rgba[1] who released it as a tool for the scene to use[2] back in 2009

1. https://www.pouet.net/user.php?who=4063

2. https://www.pouet.net/prod.php?which=54180



It’s definitely not dead. Some great demos have been released in recent years in JavaScript / WebGL, e.g. using visual tools like cables. https://cables.gl/


Those are great demos, but does it belong to the demoscene category?

The Wikipedia entry on demoscene seems to specify that it's about impressive demos on old computers.



Then wikipedia is wrong. The demoscene is in part about pushing the limits of whatever platform you're on. But another way of looking at the scene is as an art movement based around real-time audiovisuals. The latter is of course a much more ambiguous definition, but there's a certain shared spirit and a defined aesthetic that holds across a lot of different hardware, rendering techniques and formats.


After reading more about it, I think that describes it well. At one point it seems it was very focused on working on limited hardware but that doesn't appear to be a general overall focus anymore. The old hardware demos still exist but most of the modern demos are about making something cool and fun and the fact that it doesn't push modern hardware at all is irrelevant.


Without the hardware limitations, is that different from just making videos?


From what I saw, a lot of the demos have some type of interactivity or other dynamic or generative element to them.


I would even call JS13K [1] demoscene-esque in that its all about getting the most out of work within constraints and limitations. Maybe not a Wikipedia textbook definition but its got that vibe.

https://js13kgames.com/



> The Wikipedia entry on demoscene seems to specify that it's about impressive demos on old computers.

Where does it specify that? (and if it did, it would be wrong)



Maybe it will live on with the advent of fantasy consoles/computers. PICO-8 and similar systems provide the same kind of time and space limitations as the old systems, which still encourages a certain amount of creativity and ingenuity.


Not just fantasy consoles -- there are modern retro-specced computers out there like the ZX Spectrum Next, the Commander X16, and the Agon Light that are worth messing around with. Also, there is a demoscene for modern machines; it's just that the challenges are different: produce the most dazzling effects with the least amount of code.


For what it's worth, I'm on the younger side of things and the demo scene is something I still greatly admire. It's an integral part of so many technologies we use today, and although I may not be good enough to participate, it's one of the first things I mention when talking about how pirating ended up producing some positive things for society. :)


I have another pet theory on why the demoscene died.

Up until the late 1990s it was not possible to playback full screen video on regular PC hardware, because of both CPU and storage limitations.

This meant that if you wanted smooth high resolution animations, you'd have to resort to programming and a lot of tricks.

As soon as full screen video became an option, the only limitation was the actual content of the pixels, and everything could be prerendered. Competing as an individual with, say, Pixar in that context would never make your stuff look nice.

The same story goes for tracked music or chiptunes, compared to MP3s.

This reduced the audience to those who could understand the effort that you went through. In many ways, that just never compares to the original demoscene feel.

It was an amazing time to be alive, but it will never come back, because technology has moved on. I wonder what underground scene kids these days will cherish as much later in life.



The basic premise of this post is utterly wrong.

> I have another pet theory on why the demoscene died.

It didn't die. Revision hosts hundreds of sceners every year. This year over 400 entries were submitted to the competition, including 40 full PC demos and over 40 tracked/oldschool/executable music entries. Even for small, local C64/Amiga parties here you have to race for tickets to these events.

We released a C64 intro outside a competition a couple of months ago, and within a couple of days it was buried in the inflow of new C64 releases on CSDB. The C64 scene is bigger now than when I got into it 18 years ago.

> The same story goes for tracked music or chiptunes, compared to MP3s.

That didn't die either. Things don't die just because you stop pay attention to them. The notion of competing with Pixar is absurd; the terms of competition and markets are entirely different. Pixar makes movies for the mainstream to make money. Sceners make productions for sceners that may be more interesting to them than a Pixar production in an esoteric sense that the mainstream will not understand.



No need to be so harsh. You seem to be misinterpreting and misunderstanding my comment. I get it that there are still people who are trying to keep the spirit alive, and I wish them all the most of fun, but as I try to explain it is no longer the same for most of us who were there in the 80s and 90s.

"The demoscene died" is a trope that means that the original demoscene feeling is gone for many. If you got into the demoscene in 2005, I doubt you experienced it first-hand, but I am sure you have read about it.

Edit: To go into the Pixar argument a bit more: In 1993 a demo such as Second Reality could impress "normies" as much as an MTV video clip could. Remember that back then video clips were often total utter crap, and some demos were buttery smooth 50fps animations with a distinctive feel that you could not find anywhere in popular culture.

In my personal opinion, after the end of the 90s the demoscene devolved into a "L'art pour l'art" incrowd which is great fun for some of its members, but less so for the general public.



I was there and I get your meaning. I experienced the original demo scene of the 80s and 90s and the only difference I see, and the one you are pointing out, is the medium used to express this form of art has changed over the years for purely technical reasons. It all takes talent. It's just a different medium that's being worked with today than it was back then. Those of us old enough to remember the 80s and 90s also have a feeling of nostalgia that goes along with it. One day those young enough today will look back on today's demos when they are older and feel that same sense of nostalgia that we do for the 80s and 90s stuff.


I like your "medium" analogy. I think there are similar processes at work in the fine art world. There, for example, painting is considered old-fashioned by some, but a lot of contemporary artists are pushing that medium to new limits.


I've shown many of the more recent demos, built for modern systems with GPUs, to lots of regular people. Many of the best are still viewed as impossibly cool music videos even if the technical magic is lost on "normies". There's still plenty of people who ask me "are there any new demos out there you can send me on youtube?" Some of the artwork, music, and overall representation is first-class at levels top commercial studios develop for advertisements or movie intros etc. But it's all done by hobbyists and I think lots of people can appreciate the pure art aspect of it.

The rest of the scene is very much appreciation for doing things within various technical constraints, and any appreciation of that requires more technical understanding. Even these days, many younger software engineers have trouble understanding what it takes to make and compete one of these constrained demos because the constraints themselves are virtually impossible to fathom for people who grew up smoking GB of RAM with poorly written Python code.

The idea of writing a 4kb demo for an ancient 8-bit computer that was dead in the market more than a decade before they were even born doesn't compute until you really start walking them through the fundamental CS concepts implied.



> No need to be so harsh. You seem to be misinterpreting and misunderstanding my comment.

I interpreted you saying that it has died as a claim that it has died, not that it still thrives but—gasp—has evolved since the 90s.

> "The demoscene died" is a trope that means that the original demoscene feeling is gone for many. If you got into the demoscene in 2005, I doubt you experienced it first-hand, but I am sure you have read about it.

Presumably, that's about the extent of your involvement with the current demoscene as well. I am unable to comment on your feeling or how it disappeared. I think to some extent it simply boils down to teenagers growing up and losing interest, or not enjoying the direction of the scene. People have lamented the presumed imminent death of the demoscene for literal decades. It evolves and favored skill sets become obsolete: of course some people who were doing boot block demos for the Amiga 500 may feel alienated by the time the state of the art was 3D acceleration and shaders, just as someone doing C64 trackmos might have felt alienated once the Amiga 500 was the state of the art.

Fact remains that I can sit sweaty and drunk in a room crammed with 100 other drunk people in the middle of the summer and try to fix a fatal bug in the loader 20 minutes before deadline with two group mates standing around throwing out ideas, have an eureka moment just in time and then watch the competition results until three in the morning. I can ride on that feeling for weeks regardless of what your feeling is. If that's the demoscene being dead, I guess people weren't notified enough times despite it being a hot topic for such a long time.



Don't be afraid -- personally I am still totally amazed by new stuff coming out. Freespin/Reflex [1] for example instantly gave me the 1995 [2] chills.

The demoscene virus stuck, and I can really enjoy people doing unimaginable stuff with old and new hardware.

The way you describe the competition feeling also makes me remember similar fun at ICPC contests :)

The demoscene feeling that I have is probably a mix of nostalgia, and a sense of privilege of being part of a really weird subculture. But I also remember feeling out of touch even back then.

[1] https://www.pouet.net/prod.php?which=89362

[2] https://www.pouet.net/prod.php?which=25783



> the demoscene devolved into a "L'art pour l'art"

It didn't, though. It just took the scene a while to adapt to the reality that you can't learn how to push a GPU over the edge in a weekend any longer. As a result, making demos also became more accessible, and more directly related to game development (and related careers.)

The result is a scene that is so broad now, it's almost impossible to keep track of it all. It's no longer just Amiga, C64 and PC.



>"The demoscene died" is a trope that means that the original demoscene feeling is gone for many. If you got into the demoscene in 2005, I doubt you experienced it first-hand, but I am sure you have read about it.

I was in the Demoscene (US) and wrote many demos and intros in the 80's and 90's. I don't write demos anymore, because the pressure to support my lifestyle means I write code for money now, but I do get the same feeling when I watch any of the many demos put out month after month by groups that were around back when I was coding demos, and new groups that have sprung up in the decades since. It still gives me the same wonderment when a C64 learns a new trick. It hasn't lost the excitement for me at all to view an impressive new thing. If anything it's gotten better with time and there are what seems like just as many demos coming out now as there were back in the 90s. I may even fly over to Europe someday to visit a demo party.

>In my personal opinion, after the end of the 90s the demoscene devolved into a "L'art pour l'art" incrowd which is great fun for some of its members, but less so for the general public.

I'm not sure what you define as art, but there are still plenty of demos coming out that push the C64 and Amiga past any limit people thought possible. PCs have evolved and basically have no real limits now with the latest Nvidia cards, but the 64k and lower compos are where it's at on the PC, it's still very impressive what can be done in a few KB. New tricks are still being discovered. New ways to do cool new things are still emerging. It's not necessarily "art" as much as it is clever programming, but maybe some people consider clever programming to be an art?



I was into demoscene back when i in middle school in the late 90s and people were claiming even then that the demoscene is dead. Turns out this never happend and it is alive to this day[0].

There are new productions for various platforms ranging from modern to retro and from full restricted intros (256 byte DOS intros, 4k Windows intros) to full blown demos all the time.

[0] https://www.pouet.net/index.php



The demoscene died when the PC became too powerful for hardware tricks to compete.

Actually, it died when people started making demos in C and horror C++.

No wait, the demoscene died when 3D cards made art/modeling the only valuable thing.

No wait, let me get this right. The demoscene died when mp3 music produced in DAWs replaced mods, and photoshop and wacoms replaced deluxe paint pixelart.

Hm... maybe it died when the internet made everthing available so nothing felt special anymore.

Or when the web and Flash became the place to get a quick fix of visual design.

Maybe it died when kids became more interested in esports and LoL than in coding.

I'm sure it died when Youtube meant you didn't even need the hardware or the download to watch a demo.

Maybe it was when the iPhone appstore meant the most popular device on earth couldn't run demos.

I don't know, I can't decide.



> As soon as full screen video became an option, the only limitation was the actual content of the pixels, and everything could be prerendered. Competing as an individual with, say, Pixar in that context would never make your stuff look nice.

Not sure that was a factor. You could already earlier prerender things, just maybe not minutes of it, but for loops it always was a thing. Back then in the late 80ies/early 90ies, at least in the C64 scene, it was a huge topic sometimes and people stressed when especially spectacular effects where "realtime", so there will be no doubts, cause prerendering carried a huge stigma with it for a long time.

In fact, this was what held back the demoscene for a while, cause a lot of very stylish things just were not possible at least on C64 hardware without prerendering or at least doing the 3d calculations up front. The scene actually had to overcome their fixation on "realtime" effects before a lot of very artsy, stylish demos became possible, once people started focussing on what you see, not how you achieve it.

The latter part might not apply to stronger machines, though, admittedly. On the C64 any kind of long running animation is a feat in itself, even if you trade limited CPU for limited memory.



Procedural art has a different quality to it though :)

Edit: That is to say, I don't think the only value of the demoscene is to create something cool under technical limitations. I think it's to create something cool in a computational medium (the spirit lives on as procedural art, shader art, etc. as well).

Every method of producing a work (done under finite time, I guess :P) will give sometimes vastly different results. Hand drawing an animation will give something completely different under similar time constraints as video editing and completely different from procedural drawing.

To give some examples: you can easily render thousands of points, e.g. stars, make them twinkle, draw thousands of trees, and give them all detailed movement. That's very hard to do by hand. By hand you'll have better control of style, and details like paint texture, etc.. Animating characters (with genuine character) is trivial by hand but quite difficult procedurally (you have to resort to essentially manual animation in the end). There's the question of offline vs online rendering... if you're offline rendering you can go bonkers with millions of objects. I personally like being able to run it real time, I find it gives it a more intimate feeling, and is easier to reproduce (but am not against offline rendering if you find it suitable!).

Also very exciting to me is baking randomness, either with a fixed seed or changing seeds every time. You get a different piece every time you watch it! The possibilities are really vast, and mostly unexplored.



This is a very interesting addition to the discussion. The digital art world and the demoscene sometimes briefly met, but I assume that most of the time its members look down on eachother.

An interesting artist in this respect is Karl Sims [1]. As far as I know, he was not involved in the demoscene, but he sure did make some interesting things!

[1] https://www.karlsims.com/



From the little exposure I've had of the digital art world (I assume you mean high art as in fancy galleries and such) is that it's much more fad driven. One year the "it" thing is interaction, and so everyone rushes to do that. Then it's AI, so people rush to be the first to publish a book written by AI or whatever.

Say what you will about the current demoscene stylistically, it is to this day an underground, non-commercial movement (maybe countercultural? labels don't really matter, I'm just trying to gesture at something). People make stuff for the hell of it, with themselves as the target audience. It's hard to beat the sheer joy of that.



> create something cool in a computational medium

100% this. Add Generative AI to your list. I think AutoGPT is in the spirit of the demo scene.



There was actually a 4k intro released this year which uses changing seeds: https://www.pouet.net/prod.php?which=94081


There was also Timeless [1] (1994) by Tran/Renaissance which could be run with a random seed, if I recall correctly.

[1] https://www.pouet.net/prod.php?which=2878



The demoscene has always been about real-time graphics. It never sought to compete with video animations. Many demosceners were, at heart, game developers who valued and appreciated real-time code, often considering animations to be "lame".


But that's the point. Today this is a big distinction that makes it more difficult for many people to appreciate.

When we saw Commodore 64 demos for example, they often impressed even relatively non-technical people.

But today a demo that pushes the limits technically will often only look impressive to those who understand the technical limitations.

That has significantly changed the potential audience to a diminishing subset even if relatively technical people.



Anyone who plays AAA games knows the currently state of the art and technical limitations. Sure it's not everyone, but a large enough non-technical portion of the population will be able to appreciate it, to some degree.


This is assuming that they'll look at a non-interactive demo and get why someone would insist on not pre-rendering everything in the first place instead of comparing it against pre-generated video. That was becoming a problem already 20+ years ago in explaining to people what made a given demo impressive, because most people aren't interested in the technical limitations.


I totally agree that this was the opinion of many demosceners. However, my point is that this would seldom be the opinion of the general public. The demoscene grew organically, and trying to define what it should be about seemed a bit silly. The artificial limits, such as 64K or 4K intros sure were fun to compete with, but they make little or no sense to the uninitiated, and were pretty much arbitrary.

It was actually what put me off a bit -- I enjoyed the demoscene to learn new things and to experiment with computers in total freedom. I had no need for artificial limitations set out by competitions, and never really cared much for the gatherings of socially less developed boys who smelled pretty bad (even though I exactly matched that profile myself :).

I really liked the contrarian groups who faked a lot. In Nooon's "Stars" (1995) a 3D bee is rendered with a complete wing missing, to fake a high poly count. "Transgression 2" by MFX may also be a good example of what I am trying to convey here. Obviously it was not real-time ray tracing, but what was it? It puzzled me for weeks!



The major category for demoscene competition has always been a more or less "no constraints" category. The restricted ones are really just so that smaller teams with fewer resources or different angles have the ability to compete as well.


I was never part of it. But it seems like it is still fairly popular. The constraints are artificial now, but other than just creating work, those constraints shape what is produced in a way that is still pleasing. Other constrained stuff like tiny wasm game competitions are fun too. I'm hoping demoscene on microcontrollers becomes a thing. Though you'd have to be selective. Many of them absolutely demolish the capabilities of an amiga1000.

Constrained generative networks would be interesting too.



As an outsider myself this was my assumption for why the demoscene is not the same as it once was, the hardware constraints are no the same as in the 90s. That being said I kind of look at the demo reels for new versions of Unreal Engine as a sort of modern incarnation of pushing the limits.


Take a look at the 64K and lower demos that are still very much a technical challenge and show off a lot of programming skill.

https://www.pouet.net/prodlist.php?type%5B%5D=64k&page=1

There's even a 32 byte demo category. What can someone do that's interesting in 32 bytes? Not a lot, but they still do it. 64K, 8k, and 4k compos are still alive and well on modern platforms and they are just as amazing as they used to be.



In germany a lot of it was because of the success of Crytek with Crysis at the time. The first cryengine was mostly build by demoscene enthusiasts :) They gobbled up a lot of demoscene people and from Crytek they got scattered around the globe.


Not just crytek! Yager also had founding demosceners I believe? There's more in Germany for sure.

3DMark the benchmark by Futuremark is as the name suggests, made by ex Future Crew. The list goes on.

If you go around looking at where most demosceners from the past decade or two work today, you'll find the vast majority of them work at places like Unity, Unreal (Epic), etc.



Yeah, most of my circle works at epic or VFX studios now.


If you want to contend that a screen of video and two channels of audio is the endgame, that's fine. But it's not :)


Can it be not expanded to the current hardware? Making it do what other people think is impossible, investigating undefined behavior in hardware, which would be more given the behemoth size.

A real time demo where every pixel can be deformed, giving rise to an ultra interactive world in less than 4GB memory.



The real competition on modern hardware is the 64K and lower competitions. Doing something interesting in 64K or even 4K is how you really show off programming skills on modern hardware.


For what it's worth, YouTube's compression renders many videos of demos into a mushed up mess, especially things like 10,000 item point clouds that still look crisp with each point individually rendered by the program but on YouTube comes out as a vibrating smudge.


> the demoscene died

It didn’t!



I was introduced to the scene at 15 and was active in it until about 17. Too young to travel to proper demo parties, but old enough to contribute code and music, and to enjoy the demo disks that came in the mail after a swap party.

It's interesting to rationalize it as an art form today. It sounds reasonable, but I don't think I or my friends thought of what we were doing as art, at the time. We were trying to impress each other with things that looked cool. To the extent that art was involved, yes, we needed music and graphics and fonts and creative designs, but we did these things out of necessity, without calling ourselves composers or graphic artists or type designers or art directors. Watching what others sent you and contributing your own stuff created a sense of belonging which I feel was really the primary motivator for my friends and me.

Regarding tools, there was one thing that was frowned upon in my circles: the use of demomaker software. These point and click apps allowed people to call themselves demo makers even though they did nothing technical. Boo!



Thanks for sharing. Do you have similar side projects today?


I never stopped :) both at work and outside.


Nice little interview that touches on a number of the magical parts of the scene and the many elements and major sites. This guy only started in 1997? All good, but feel like that's just a bit 'after' the golden, significant era. There was definitely a change as PC/windows development happened ...right around then I'd say. But maybe that's just my take on it. Feel like references to some classic demos should be late 80s/early 90s for the sheer impact and that it was a much much more active scene then. Future Crew "Second Reality" forever. ;)

https://www.youtube.com/watch?v=iw17c70uJes



I was part of the PC demoscene in that era (1997-2002) and it definitely was a super productive and exciting time. The transition to Windows wasn't necessarily a big deal, but the impact of 3d acceleration definitely was.

In that period 3d accelerators were basically capable of running Quake and not much else. Traditional demo effects that relied on reading the backbuffer (even to just do some basic postprocessing) were either unavailable or had to have bespoke implementations per card. There were no shaders to speak of, and so on.

For me that really killed demoscene innovation for a while, and a lot of demos basically consisted of a bunch of alpha-blended layers for a while.

Nowadays, though, I'd say the scene is probably doing pretty well even though it's arguably even more niche than it used to be. Oh well.



> and a lot of demos basically consisted of a bunch of alpha-blended layers for a while

Ahh the legendary glBlendFunc(GL_ONE, GL_ONE) era. The most underrated of demoscene styles!



Te white in white paint era


Same here. I came in on the back end of having to write your own engine from scratch (not just 3D, but general graphics.) MOV AX, 13h; INT 10h will forever be burned into my memory.

The transition was definitely odd. What brought it around for me was when fr-08 was released and the broader scene realized what _could_ be done with procedural generation and whatnot.



I feel like Second Reality was the swansong of the golden age of the demoscene.

If you've never seen the Making Of video that was released a while back, someone has been kind enough to add English subs:

https://www.youtube.com/watch?v=3S-2zGkr7vw

Second Reality is the single most amazing piece of art for me. Nothing else holds as much emotion as that demo. To see behind the curtain is like, I imagine, for someone else to watch Van Gogh actually painting.



It's funny, that link was grey before I clicked on it. If you can find a copy, you might like to pick up MindCandy (http://www.mindcandydvd.com/), but of course they can all be found on YouTube these days.

"Unreal ][ Main theme" is still on my main playlist on my phone, and I've yet to go through the thousands of .XM files I just grabbed off some FTP site back in the day. The MOD community is a related rabbit hole one could get lost in . . .



There are a handful of things I can point to that likely inspired my career in computers... Second Reality was one of them. (Probably Leisure Suit Larry behind that. :)


Elevated came out in 2009: https://youtu.be/jB0vBmiTr6o?si=Y9heVUzK1R1m9B0s

4 kilobytes!



If you like the music from demoscene, much of it was written on a tracker sequencer: https://en.wikipedia.org/wiki/Music_tracker. I've been playing with Polyend's hardware tracker recently and I love it.

If you want to try a tracker out yourself Renoise is great (much cheaper) option for PC/Mac/Linux. There are also several free trackers out there with varying levels of practicality (I only know Polyend and Renoise so I can't really suggest which free ones are good).

There's a bit of a learning curve but once you get the hang of the workflow it's tons of fun!



Also check out this popular video by Ahoy on the history of trackers:

https://www.youtube.com/watch?v=roBkg-iPrbw



Here's an amazing web interface to C=64 sid music:

https://deepsid.chordian.net/



There is also https://scenesat.com/ my goto Demoscene Music Radio :)


This web-based mod player popped up here a few times before:

https://www.stef.be/bassoontracker/



I can also recommend Sunvox as a great tracker, but it’s much more than that. Free on most platforms and around 10 usd on iOS/android.


Sunvox is my favorite software, I can hardly remember any other software with so much personality + utility + smoothness + multi platform


One of the example songs actually makes the user interface slowly morph into a sort of demo (!!!!), wait for it: https://www.youtube.com/watch?v=AHFSrxlouh8

PS. Demoscene is by far the best thing to ever come out of computing, as a whole.



Not to knock on Sunvox or NightRadio (both awesome!), but that effect only exists in the video. It doesn't happen when playing the demo song on the software, and they confirmed it was made with a video editor [1].

[1] Highlighted comment: https://www.youtube.com/watch?v=AHFSrxlouh8&lc=UgxI33WIYq61V...



Fair, thanks for the note. The pixel scrolling felt like an in-editor effect, and I was overall blown away...


There have been some great Demo Scene history books published over the last few years.

https://www.editions64k.fr/product/demoscene-the-logo-art/

https://www.editions64k.fr/product/demoscene-the-amiga-years...

etc. Very high quality books, great for a coffee table or a nostalgic read.



Thanks! These look great.


The gaming industry should always look on the demoscene. One of the most influential demo, Second Reality [1] (I think it is internally called Unreal 2), eventually impressed Tim Sweeney (yes, that Tim Sweeney from Epic Games today) and wanted to hire Future Crew to make Epic Pinball but was unsuccessful. Coincidentally, the first FC Assembly demo is called Unreal, and I'm not sure if that has anything to do with Unreal the game, and the etymology of Unreal Engine itself.

I always liked demoscene because they push the tech to its limit, for example kkrieger which is a DirectX game in 96K [3], which is rare to this day due to Wirth's law [2], considering most of the games today are bloated as hell.

Too bad there aren't demo groups in Hong Kong, or I may join when I was still a carefree teen back in 10 years ago when I was 14.

[1]: https://www.youtube.com/watch?v=iw17c70uJes

[2]: https://en.wikipedia.org/wiki/Wirth%27s_law

[3]: https://en.wikipedia.org/wiki/.kkrieger



Anyone in the Pittsburgh area come on down to Demosplash: One of the longest running demo parties in America as well as one of the largest in America!

Disclaimer: Now lets be real, Demoscene was always bigger in Europe compared to the US so while this is one of the largest demo parties in America, it still looks like this:

[0]:https://twitter.com/demosplash/status/1594182872944050176

If you are interested, it is occurring at Carnegie Mellon University at 5000 Forbes Ave on Nov 3-4.

[1]:https://www.demosplash.org/



If you want to get started in demoscene today there's a great tutorial series by the lovebyte folks [0] that is pretty great.

[0] https://tcc.lovebyte.party/day0/



Seconding this. Coding on fantasy consoles is easy and fun, and it scratches that "hmm, what can I do on this weird platform?" itch.


Some more anecdotes and praise for the scene from the first UNESCO declaration in 2020:

Finland adds the demoscene as a UNESCO intangible world cultural heritage

https://news.ycombinator.com/item?id=22876961



The demoscene is certainly top of the 'wish I was there' list. There isn't anything that I know which brings together visual and audible arts with engineering inventiveness in the same way.

I have purchased an Amiga 500 to play with demos someday, if anyone has a favourite demo that will run on the A500 please let me know!



Don't wish. Just go to one of the many demoparties that are still there today.

https://www.demoparty.net/upcoming

You can bring your Amiga 500, it won't be alone.



If you'd like some of the classics:

* Megademo by RSI (1989): https://www.pouet.net/prod.php?which=3119

* Mental Hangover by Scoopex (1990): https://www.pouet.net/prod.php?which=1472

* Enigma by Phenomena (1991): https://www.pouet.net/prod.php?which=394

* Hardwired by Crionics & TSL (1991): https://www.pouet.net/prod.php?which=981

* Jesus on E's by LSD (1992): https://www.pouet.net/prod.php?which=5265

* World of Commodore by Sanity (1992): https://www.pouet.net/prod.php?which=2938

* State of the Art by Spaceballs (1992): https://www.pouet.net/prod.php?which=99

* Desert Dream by Kefrens (1993): https://www.pouet.net/prod.php?which=1483

* How to Skin A Cat by Melon Dezign (1993): https://www.pouet.net/prod.php?which=3539



Download ASM-One [1] and try to implement a triangle filler and rotate your first 3D cube. Once you succeed, you will certainly get some of that demoscene feel! Bonus points if you consult only books, and disconnect from the internet.

[1] https://aminet.net/package/dev/asm/ASM-One



One of my favorite A500 demos of the old times is Technological Death by Mad Elks. It's 5 minutes of mad and unhinged fun. It was a strong inspiration for me to try hard on my PC work, and while I got to work on pretty decent and even popular PC demos in 93-96, I never came remotely close to doing something like it.

The overall best classic A500 demo for me is probably Arte by Sanity.



> The demoscene is certainly top of the 'wish I was there' list.

Ditto. Back in high school (early 90's) I had a friend who had an Amiga, this was rare for the US. I would go over to his house often and he would show me demos he downloaded off a BBS. I was always in awe of them. We also watched Demos release on PC as well. I later learned about the Demoscene parties/events in Europe and it made me wish I had grown up closer to that.



Eon, by TheBlackLotus. Quite modern A500 demo on 2 disks, and it rocks !


Seconding this, absolute killer! Saw it live at Revision 2019: https://www.youtube.com/watch?v=3BRNBuf_MhI


Love the demoscene. As kid with my first computer, demos like Second Reality were pure magic to download, run and watch.

I still use demoscene videos a lot in my DJ and VJ work. If you know you know but most ppl have never seen these works of art.

Here’s a 60 minute audio/video DJ set remixing demos with new music.

https://vimeo.com/726202756



Is the .NFO scene still alive? I remember making a few (terrible) NFOs about 20 years ago for some bottom tier “release groups”, in exchange for leech access to one of their “sites”. I imagine now with everything on torrent it’s not as popular. Not to mention streaming services etc.


Scene rls groups are still alive and well, and still adhering to the bizarre lists of rules they always did.


I wasn’t around during the heyday of Demoscene but everything I see always blows me away.

I think these days, Dwitter has a similar vibe. 140-character JavaScript demos: https://www.dwitter.net/



I too discovered sizecoding through dwitter way past the original demoscene era, but I think codegolfing with javascript scratches a similar CS/math/language tricks itch. Had a lot of fun with dwitter, and it definitely helped me feel more fluent in coding for work, just from all the practice even though optimizing 140bytes and SWE-ing multiple thousand line files are two different niches at first glance.


Which is, in fact, a demotool made by sceners and released at a party (check their about!) Just like Shadertoy and others :)


I used to be part of the music scene back in '95 and it basically changed my life. I'm so proud to have a presence somewhere in the dark corners of the scene.org FTP.


The Apple IIgs had some cool demos, many of them from Free Tools Association. The fan website is still up, but unfortunately the demos don't work in modern browsers:

http://www.freetoolsassociation.com/

Here's one on YouTube though:

https://www.youtube.com/watch?v=duxHZ2D0Iio



For me, it is and will always be art!

I have tried and failed to be any good in this competition, but I for sure enjoyed watching these demos and still get this flashback when I see one.

Oh dear, good old times when having a 3D animation and sound all running fluidly (on that old machines) from a small tiny program felt like magic.

I have respect for the guys that kept on creating them and making it part of the computer/internet history! Thank you all!



For what it's worth, UNESCO agrees that it's art:

https://www.unesco.de/en/culture-and-nature/intangible-cultu...



Huge shoutout to Digitale Kultur e.V. for that -- that club was founded by the folks that organize the Evoke demoparty!


This generation's demoscene is very much alive and existing entirely within social VR. It's not well known about outside and often the participants learned to code shaders for VR as their first experience of programming. The technical skill there is stunning

If you have PC VR at home, here's how you can start the rabbit hole https://vrchat.com/home/launch?worldId=wrld_f5a298f6-83e6-45...

Feel free to reach out to me for more, I'd love to show you around



There's a great documentary on Demoscene https://www.youtube.com/watch?v=Z-keHkcTZD4


I second this recommendation for Moleman 2 documentary, but the video I found has a different link:

https://www.youtube.com/watch?v=iRkZcTg1JWU

Looks like this version is in English, while the earlier link is in Hungarian, otherwise they appear to be the same film.



If you'd like to know where the demoscene came from, look no further than The BBS Documentary[1]

The whole thing started w/ cracktros in the 80s and through the artscene it eventually evolved into its own scene that was entirely disconnected from its roots in piracy.

1. https://www.youtube.com/watch?v=Dddbe9OuJLU&list=PL7nj3G6Jpv...



The demoscene was once the birthplace of elite programmers.


I could write more or less a whole book on various demosceners and what they've done since (RTX, Media Molecule, modern tile based GPU architectures, visibility culling middleware in most games, music library used in most games, on and on, ...)


some how they forgot to push the boundaries? Baking AI into it should present enough of a challenge if you want it.


Even though I'm 15 I love tracker music and have so much respect for the work that was done in the days the demoscene was huge. I really hope it keeps going so I can be notable making my own tracker music.


I started making my own tracker music at 15. Grab yourself a tracker and a bunch of samples and give it a go. For me it was FastTracker II and ripping samples from the .mod and .s3m and .xm files I could find.

Yours will probably be Milktracker, Modplug Tracker, Schism Tracker, and a bunch of royalty-free sample packs online.

Yeah your first module will suck. It's OK. They all do. Soon you'll be discovering open fifths. Then inversions. Then suspended chords. Then modes. Then panning tricks, portamentoes, playing with the all the effects and envelopes and all the cute tricks invented in trackers since I last used one.

I'm "Broam" on modarchive.org



I use samples from some SF2s as well, specifically this odd Super Nintendo styled SF2 I downloaded years ago because some samples in it are super cool and weird not to mention the perfect sample rate and size, specifically this oddly-heavenly sounding nylon acoustic guitar, but for electric guitars (which I wanna experiment with making metal in trackers) I use FM guitars because they just shred hard as hell for some unknown reason. I use OpenMPT on Windows but I've heard there are others that are much better. I saw the website for Renoise but looking at some screenshots, it really gives me the "what the fuck do I do here and how" kind of feeling software like FL Studio or Cubase gives me. I also love sampling voices, I have this old WAV from the 90s of some guy from IBM talking about what information technology would become, and sampling him is funny.


I don’t know if you’ve already run across this but you might like Ableton’s Learning Synths site and also Syntorial. They’re both more on the side of learning to program synthesizers than using the DAWs themselves, but I always wished I had learned earlier about how all those knobs worked.

0: https://learningsynths.ableton.com/

1: https://www.syntorial.com/



Steal everyone's samples! I recall my brother thinking they'd hate him for doing it, or he'd be a lamer.. it didn't matter, and eventually others used his samples and his techniques.

The scene these days is much more welcoming than it ever was in the past. Just get in there and do something, anything :)



I saw the headline and was hoping it'd mention psenough who has been my only lifeline in the last decade to keep up with what's going on in the scene, and I'm sure I have that in common with a lot of old sceners.

Highly recommend watching his monthly reports[1].

He also streams on twitch[2] and all larger parties have fully embraced live streaming on a mainstream platform such as twitch these days, despite ads.

Also highly recommend going to Europe to attend one of the big parties. As the article says, the scene is and has always been mostly a European thing (post-BBS, post-buccaneer, after the split from piracy mid-end of the 90s) and much of the audience here seems very US-centric in their perception :)

1. https://www.youtube.com/watch?v=qPUxD7hCVeo

2. https://www.twitch.tv/psenough



EMF Camp[0] in the UK last year had a talk about this[1].

I attended in person. It was a fascinating intro to something I didn’t really understand existed.

EMF camp is something of a wonder in itself. If you can make it to the next one, go!

[0] https://www.emfcamp.org/ [1] https://youtu.be/e-qjLfnOrx8?feature=shared



EMF Camp has an entire demoparty contained within it: Field-FX!


and run ByteJams most Monday's at 8pm UK time

https://www.twitch.tv/FieldFxDemo



What does it take to form a community of enthusiasts who make computers do something that is thought to be impossible or difficult? Not necessarily demo scene with its rule, but close, like Flipcode or LambdaTheUltimate articles.

What we currently have is a bunch of blogs which are hard to find.



I built recently a demoscene like demo in JavaScript using my coding platform. Here is the program:

https://codeguppy.com/code.html?javascript_is_cool

Just press Play.



I remember downloading demos from Pouet and testing them out on my machine. I quickly realized some of these only worked on higher-spec'd machines than mine, and some of them were laggy and glitchy af, but they still worked.

What I gathered is that every line of code counts in a demo, and the hardware constraints were a good thing as you had to push the envelope of the hardware. Now people spin up bloated Electron apps on their machines which could be slimmed down substantially if more effort was put into reducing lines of code and all those wasted CPU cycles are embarrassing.

But people have beefy setups that can run Electron and a host of other apps simultaneously, so they don't care to put in the effort anymore.

Always code as if you're coding a demo is my mantra.



As someone who grew up with a woefully outdated computer, while my friends were playing duke nukem 3d or half life and saving MP3s on their luxuriously large HDDs, I was content with demos and mods.

Demos certainly fit most definitions of the hard to define "Art" (with a capital A), but at some level, I think art is anything you put even a little more of yourself into than you need to, and thinking back to some of my conversations with some people in the scene on IRC, you can tell demos more than meet that bar. In a way, demoparties were like a modern take on the French Salon.

Around the same time, I was learning how to play guitar, so I especially got into trackers. Just thinking in a different way about writing and playing music helped. Music is a combo of art and math, and trackers helped me understand this in a different way from my music theory teacher.



Gave my baby brother FastTracker when he was 13 I believe, not only did he become one of the best chip musicians ever, it effectively shaped his entire life toward pursuing music in some form or another.

After this unexpected HN post today, I'll be queueing up some bleeps.



I still remember my first sine scroller, even it is nearly 40y ago. It was the first time I wrote software together with other people.


I remember trying to replicate a sine scroller at age 9, not having the slightest clue what a sine wave is, I just let sprites go up and down linearly on a C64 and couldn't for the life of me figure out a way to make that a smooth wave until years later :D


I went to several demoscene parties in the late 90's. It was the most inclusive crowd I've ever been part of. People from all countries, walks of life and genders. There was a place for any kind of freak. It really learned me to accept and enjoy people very different than me.


Some Atari ST demos and chiptunes

The Union Demo https://youtu.be/comSfq97R9s?si=BjaC_NyEpnkBsCTG

Wicked Polygons Screen - Synergy Megademo https://youtu.be/T7YZ3n35eNg?si=29zuqG9dCCnp52hk

FirST Love by Overlanders https://youtu.be/3QginSr9V7A?si=rY3KGclc26lX24k3

Scavenger - Wicked Polygons https://youtu.be/xi7fg7UvsbM?si=BBb1pU3pZqwnWs2P



I'd have gone with a few different ones :)

https://youtu.be/vyeYjw3zjSc The world according to nordlicht

https://youtu.be/1hvFiv2hpYE Sea of color

https://www.youtube.com/watch?v=mPkKiLturF8 Dark side of the spoon

https://www.youtube.com/watch?v=yexNdSLEpIY What if demo

https://www.youtube.com/watch?v=KZVgOtWiH2M Atari game tools (ST as well as STE)



My favorite is Krieger, a quake looking fps in 95KB from 2004

Run as admin in windows land and it should start.

https://www.myabandonware.com/game/kkrieger-chapter-1-cl1



Check out ryg's blog about it[1]. To nobody's surprise, other than tweeting things my puny brain can't decypher, I believe he works on Unreal Engine these days.

1. https://fgiesen.wordpress.com/2012/04/08/metaprogramming-for...



I had read this once upon a time, but thank you for reaffirming one of the designers. Nice to see them still in the game.


Eric Prydz show Holo is, to me, like an Amiga demo but using gigantic holographic projectors. Updated graphics and sound but same vibes.


My top 3 demos:

Second Reality by Future Crew:

https://youtu.be/iw17c70uJes

Pump by Iguana:

https://youtu.be/5u4EV9VPPUU

Stash by TBL, The Black Lotus:

https://youtu.be/cfbjiTrctJs



Changed my life, tbh


I organized two demoscene parties in Argentina with some friends. It was a fantastic experience, although I didn't get any sleep for four consecutive days during both occasions. I wish we could continue organizing these events, but the demoscene has become more mainstream with the advent of the internet and numerous channels for showcasing your work, including AI.


One impressive example of what's possible in 64k is Clean Slate by Conspiracy: https://www.youtube.com/watch?v=6INL_pxX8L4


I have been following the demoscene for a little more than 20 years now. Wrote only a couple demos. Last one was last year for Revision 2023. I am actually so glad to be European (living in France) because it seems it is almost inexistant outside Europe.


Vive la france, shoutout to TiTAN :) And yes. Demoscene specifically only has tiny pockets in the US.


I realize this peaked with old hardware, but I wonder, do visual artists that want to use the latest hardware for similar art not count as part of the demoscene? Why not? I imagine these hackers liked the technical challenge but also the aesthetics.


Because without the technical challenge element, it's "just" audiovisual art, but check out the music video for T69 Collapse by Aphex Twin (photosensitive epillepsy warning): https://www.youtube.com/watch?v=SqayDnQ2wmw. More information / interview with the visual artist: https://www.fastcompany.com/90216189/how-aphex-twins-t69-col...


It's trivial to "count" as part of the demoscene. Just release your work at one of the numerous parties held every year. All the smaller ones even accept remote entries. An important part of the culture is that the releases are non-commercial, free to distribute and so on.


The modern dev can try https://dwitter.net

Here is all of mine https://dweetabase.3d2k.com/?user=rep_movsd



You would probably also enjoy Shadertoy which is a similar kind of site for showing off and sharing code snippets for graphical demos

https://www.shadertoy.com/



I showed my wife some Atari 2600 demos running on the MiSTer. She was impressed, and even more so when I explained to her why the effects were so impressive, the actual hardware constraints the coders had to work with/around to get that stuff on the screen. She's a big fan of movies like Hackers, so when I told her how it got started, with bored teenagers in the UK, France, Germany, Scandinavia, etc. looking to make their mark on the world through their computers, first with pirated software and later with standalone demos, it resonated with her fondness for that kind of tech-rebelliousness.

I never was and probably never will be a part of the demoscene, but it's inspired me for decades and I'm passing along that inspiration to people close to me.



Shout out to Karlsruhe-Durlach and tUM






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