Anybody interested in a well written history of the scene that really helps explain it as a cultural phenomenon should probably read the demoscene chapter in "The Future Was Here", a book about the Amiga. It's probably one of the best written synopsis of the scene I've ever read and really places it well as both a technical and artistic movement and helps provide context for this kind of work.
Also, a fantastic visual guide is the documentary film "Moleman 2" (2011). It's freely available to watch on YouTube; highly recommended: https://www.youtube.com/watch?v=iRkZcTg1JWU
And today, I was reading that facebook's mobile messenger has 18000 classes, and is about a 100mb, this doesn't take into account other dependencies it has on the OS. These demos are 100% standalone, no external libraries. Progress is a funny thing.
This is a Javascript demo. So let's not discount the browser, Javascript engine, JIT, 3d acceleration libs, sound libs, and everything used from the OS that is involved here. Still it is a great effort.
Your argument fits better to a machine like the C64, where demos are really going directly to the hardware and the OS is basically inactive.
Different use case. Facebook is a communications application, with user inputs and networking, focused on getting the information to you as fast as possible for the best user experience, and being always working 24/7.
This is a one-off deterministic demo, without inputs or networking.
Still, a 1k demo like this is impressive. And 18000 classes is too much for a messenger. But you can't compare them.
The demoscene started out of the software piracy scene. An intro was a short thing like this one, that people put into the boot sequence of games they cracked or otherwise made available to the scene. Over time these got more elaborate and people started making them separate from the games to show off their prowess in coding, called demos. Nowadays the names serve to differentiate the runtime length and size of the program. Intro = short thing, demo = long full effort thing.
Ha, I love that you are so condescending about what he made, and one of the first comments on the video you linked to was "Yawn. We did better in 256 byte microcode strings in 1986."
iTerm is also pretty great, because you can split terminal tabs into panes and there are some new neat features allowing you to click on filename strings etc in Finder!
[+] [-] bane|10 years ago|reply
[+] [-] chengsun|10 years ago|reply
[+] [-] adam12|10 years ago|reply
function u() { requestAnimationFrame(u);
};[+] [-] paulirish|10 years ago|reply
[+] [-] segmondy|10 years ago|reply
[+] [-] mrich|10 years ago|reply
Your argument fits better to a machine like the C64, where demos are really going directly to the hardware and the OS is basically inactive.
[+] [-] nomercy400|10 years ago|reply
This is a one-off deterministic demo, without inputs or networking.
Still, a 1k demo like this is impressive. And 18000 classes is too much for a messenger. But you can't compare them.
[+] [-] mbilker|10 years ago|reply
[+] [-] myth_drannon|10 years ago|reply
http://archive.assembly.org/2015/4k-intro/hydrokinetics-by-p...
[+] [-] justin_|10 years ago|reply
A lot of the stuff looks almost trivial compared to what we do today. (And unfortunately a lot of these won't work anymore)
[+] [-] mrspeaker|10 years ago|reply
[+] [-] gfody|10 years ago|reply
[+] [-] kornakiewicz|10 years ago|reply
http://www.ha.art.pl/czasopismo/numery-czasopisma/4054-ha-ar...
[+] [-] X-Istence|10 years ago|reply
[+] [-] skrebbel|10 years ago|reply
(and insiders wouldn't call it a demo but an intro because it's small, and obviously the word "intro" signals something about file size)
[+] [-] AceJohnny2|10 years ago|reply
http://iquilezles.org/www/material/function2009/function2009...
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[+] [-] ninjin|10 years ago|reply
Arbitrary limitations, art, it is all very subjective in the end.
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https://www.edx.org/course/computer-graphics-uc-san-diegox-c...
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