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To utilize full hardware performance, Amiga demos were optimized and written entirely for one purpose in assembly (avoiding generic and portable code). Most demos were written in 68000 assembly language, although a few were written in C and other languages. The demo scene spearheaded development in multimedia programming techniques for the Amiga, such that it was de rigueur for the latest visual tricks, soundtrackers and 3D algorithms from the demo scene to end up being used in computer game development. Many Amiga game developers were active in the demo scene. New Amiga demos are released even today, although the demo scene has firmly moved onto PC hardware. Some Amiga demos, such as the RSI Megademo, Kefrens Megademo VIII or Crionics & The Silents "Hardwired" are considered seminal works in the demo field. In Europe the Amiga was the undisputed leader of mainstream multimedia computing in the late 1980s and early 1990s, though it was eventually overtaken by PC architecture. Since the Amiga's hardware was more or less fixed (unlike today's PC industry, where arbitrary combinations of hardware can be put together), there was competition to test the limits of that hardware and perform theoretically "impossible" feats by refactoring the problem at hand. There was intense rivalry during the 1990s among the best programmers, graphic artists and computer musicians to continually outdo each other's demos. What is your prompt and what does it feel like? What would it sound like? We'd love to hear from you.Amiga demos are demos created for the Commodore Amiga home computer.Ī "demo" is a demonstration of the multimedia capabilities of a computer (or more to the point, a demonstration of the skill of the demo's constructors). If you have a different theme you're thinking about, please share. Thinking about a different theme? Different sound concepts?
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