Results from Assembly Summer 2011
assembly.org
assembly.org
That being said, one of the constraints on really getting why a demo is impressive is being able to appreciate what's going on. It's like understanding wines or beers or fine cheeses. You need to have a large base knowledge going in to get why the winning demo is unbelievably amazing.
Most people, even very technically or artistically inclined people don't get it. They think it's an interesting art project or something. But really understanding why it's impressive compared to say http://www.youtube.com/watch?v=9oXRP5OM6tA requires a pretty deep understanding of the capabilities of modern computing.
For me, it's simply (and only) freeing yourself of the limits of <your favourite animation tool> and replacing that by the limits of your programming skill and your computer's raw power.
This differs per person, but in the winning Assembly demo shown at the OP, for instance, some people may find the sea-particle-system impressive for its technological prowess; i'm more impressed by how code, not keyframes, was used to choose where which wave flows.
This also implies that I can find the same awe in watching Processing sketches, even though those hardly ever push the hardware limits.
Edit: Second place is a 64k demo: http://www.youtube.com/watch?v=69Xjc7eklxE
http://www.assembly.org/summer11/compos/realtime/desktop-pla...
In 64k competition, data such as textures, models, samples/synth, etc. are either precomputed or generated on the fly. Most groups have their own tools or use tools available in the community.
There are still nuances that we can keep chasing but looking at the big picture we are pretty close to generating a comprehensive audio visual experience.
I am always a bit disappointed though that such creativity is always restricted to demo comps while we are stuck with relatively mundane, static visuals in games.
In fact, many game programmers are also involved in the demoscene; For instance, the guys who created Max Payne were a part of the infamous Future Crew.
And once you do start incorporating other elements like AI, level geometry, physics, etc to make things interesting, you'll no longer have the luxury of allocating all your computational resources for graphical eyecandy.
Smash of Fairlight who wrote the 2nd placed demo is in the games industry (at Sony Europe IIRC): http://directtovideo.wordpress.com/about/
(And one can take shortcuts in games that cannot take in real simulations.)
http://www.youtube.com/watch?v=LIIBRr31DIU
Listen to those hard drives!
Netscape Navigator didn't come out until over a year later (December 1994) and IE 1.0 another year after that. Wow.
Does anyone know if there is a current good site that reviews/indexes good new mod/scene releases besides index sites like pouet.net or scene.org?
It seemed unusual in 1999 and still stands out stylistically today.
It featured some really nice 2-d elements, nods to print media.
Its poor placement in competition, difficulty running on a wide variety of hardware, and general lack of direction was mostly due to the sad circumstance of its main coder dying before it was completed.
Actually, most demos are written in C these days, I believe.