Iridescence by Fulcrum (final version)
on the net: fulcrum.antisoc.net
- Windows (only tested on XP)
- your CPU should support SSE instructions, so at least a Pentium 3 or an Athlon 4 D.
- OpenGL 1.5 compatible Videocard, because I use point sprites and vertex buffer objects.
- A soundcard if you like your demos with music.
- Doesn't need much memory (128?), but a fast bus between the videocard and the rest of the system is a must. Laptop 3D chipsets may not be happy with this demo.
The demo runs almost entirely above 100 FPS on my new laptop, which has a 1.8 ghz Core2duo and a mobile 8600 GT.
Note that the demo doesn't use any shaders, just good old transparant textures, so a fast old card will work much better
than a DirectX10 budget one.
The demo is almost entirely made with 3D flame fractals. They are an extension on IFS fractals, which I used in my first demo. I haven't seen any 3D versions of them before, let alone realtime, so I'm quite proud of them (of course, the quality is a bit coarser than what you get if you let Apophysis render a few hours :))
I got the idea to do them when I was optimising my old IFS effect, to release the final version of Heliosphere ( which still hasn't been finished yet, sorry! Especially to RBBS, who I forgot to greet in the partyversion :( ). Anyway, I got sidetracked and here's the result. Hope you like it.
This final version has the following changes:
- a primitive setup dialog.
- most libraries are updated to the lastest version.
- no .bat file needed to start anymore
- it doesn't crash anymore on machines which can't make large pixel buffers (thanks to StingRay for testing).
This demo was coded at various demoparties in 3 sleep-deprived weekends. Anything that happens when you run it is not my fault.
This demo uses the following libraries:
SMPeg and SDL under the LGPL (see a copy in Flame/COPYING), JpegLib under the modified BSD license, Xerces under the Apache Software License 2.0, and ZLib and LibPNG under the zlib/libpng license;