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Tag Archives: size coding
Talk at SIGGRAPH Asia 2018
We are proud to announce that we will be at the computer graphics conference SIGGRAPH Asia 2018 this December, where we will present the techniques used to create our 64K intro, H – Immersion. At the conference, the “Computer Animation … Continue reading
Posted in 64k, Conference, Techniques, Tool
Tagged 2018, 64k intro, 64kB, compression, creative process, event, iteration, Japan, PBR, physically based rendering, procedural generation, SIGGRAPH, size coding, talk, texture generation, Tokyo
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Texturing in a 64kB intro
This article is the second part of our series on the making of H – Immersion. You can read the first part here: A dive into the making of Immersion. When making an animation within only 64kB, using images is … Continue reading
Posted in 64k, Techniques, Tool
Tagged 64k intro, 64kB, C++, compression, creative process, iteration, PBR, physically based rendering, physically based shading, procedural generation, shader, size coding, texture, texture generation, texturing
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A dive into the making of Immersion
At last. Last December, we finally finished it. This video here is our last production, a 4 minute animation called “Immersion”. To be more precise, it’s a capture of what is usually referred to as a 64k intro. But more … Continue reading
Posted in 64k, Techniques
Tagged 2017, 64k intro, 64kB, C++, creative process, final, Germany, iteration, Revision, size coding
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Making floating point numbers smaller
When the goal is to make a 64kB executable (or less!), many unexpected issues arise. Floating point numbers are found everywhere: position of objects in the world, position of the camera, constants for the effets, colors in the texture generator, … Continue reading