File download
- File size:
- 17 970 298 bytes (17.14M)
- File date:
- 2020-04-13 02:50:25
- Download count:
- all-time: 424
Preview
- data/ dir
- data/audio/ dir
- data/audio/Ambient.mp3 13.09M
- data/fonts/ dir
- data/fonts/arial.ttf 893.76K
- data/graphics/ dir
- data/graphics/brainstorm.png 4.72K
- data/graphics/circle.png 2.10K
- data/graphics/credits.png 18.50K
- data/graphics/demotitle.png 7.05K
- data/graphics/fjara_negx.jpg 39.90K
- data/graphics/fjara_negy.jpg 16.71K
- data/graphics/fjara_negz.jpg 49.06K
- data/graphics/fjara_posx.jpg 41.76K
- data/graphics/fjara_posy.jpg 26.61K
- data/graphics/fjara_posz.jpg 45.89K
- data/graphics/heightmap1.jpg 72.48K
- data/graphics/heightmap2.jpg 78.04K
- data/graphics/kivitesti.jpg 1.15M
- data/graphics/mustakivi.jpg 834.74K
- data/graphics/oldman.png 542.84K
- data/graphics/title.png 6.04K
- data/graphics/traction.png 3.52K
- data/meshes/ dir
- data/meshes/sphere.obj 15.45K
- data/script.txt 12.56K
- data/shaders/ dir
- data/shaders/cubeshadow.fragment 780B
- data/shaders/debug/ dir
- data/shaders/debug/debug_depthtexture.shader 801B
- data/shaders/debug/debug_depthtextureortho.shader 698B
- data/shaders/debug/debug_lines.shader 470B
- data/shaders/debug/debug_text.shader 555B
- data/shaders/debug/depthonly.shader 285B
- data/shaders/effect_kasvotparticle.shader 2.00K
- data/shaders/effect_kasvotparticle2.shader 2.14K
- data/shaders/effect_kasvotparticle3.shader 1.99K
- data/shaders/effect_kasvotparticlerender.shader 2.13K
- data/shaders/effect_kasvotparticlerender2.shader 2.16K
- data/shaders/effect_kasvotparticlerender3.shader 2.16K
- data/shaders/effect_kauneus.shader 2.08K
- data/shaders/effect_kauneusrender.shader 2.15K
- data/shaders/effect_korona.shader 1.50K
- data/shaders/effect_koronarender.shader 2.37K
- data/shaders/effect_maailma.shader 2.20K
- data/shaders/effect_sauhu.shader 2.04K
- data/shaders/effect_sauhurender.shader 2.15K
- data/shaders/effect_terrain.shader 2.48K
- data/shaders/effect_terrainkorona.shader 2.49K
- data/shaders/effect_tuli.shader 2.16K
- data/shaders/effect_tulirender.shader 2.36K
- data/shaders/effect_wind.shader 2.20K
- data/shaders/effect_windrender.shader 2.22K
- data/shaders/feedback_draw.shader 737B
- data/shaders/loadingscreen/ dir
- data/shaders/loadingscreen/singlecolor.shader 442B
- data/shaders/particle_korona.shader 1.59K
- data/shaders/particle_sun.shader 1.57K
- data/shaders/postprocess/ dir
- data/shaders/postprocess/postprocess_add.shader 930B
- data/shaders/postprocess/postprocess_blur.shader 1.60K
- data/shaders/postprocess/postprocess_blur_radial.shader 1.99K
- data/shaders/postprocess/postprocess_dof.shader 3.56K
- data/shaders/postprocess/postprocess_endoftheworld.shader 1.26K
- data/shaders/postprocess/postprocess_exp.shader 884B
- data/shaders/postprocess/postprocess_invert.shader 756B
- data/shaders/postprocess/postprocess_lens_blur.shader 2.00K
- data/shaders/postprocess/postprocess_lens_coc.shader 1.55K
- data/shaders/postprocess/postprocess_radial.shader 1.07K
- data/shaders/postprocess/postprocess_sobel.shader 2.01K
- data/shaders/postprocess/postprocess_ssao.shader 1.36K
- data/shaders/shadowcube.shader 797B
- data/shaders/shadowmap.fragment 617B
- data/shaders/simplecubething.shader 397B
- data/shaders/simpletexture.shader 694B
- data/shaders/simpletexturealpha.shader 679B
- data/shaders/simplexnoise.fragment 2.07K
- data/shaders/singlecolor.shader 357B
- data/shaders/skybox.shader 668B
- DevIL.dll 731.50K
- fmodex.dll 268.50K
- glew32.dll 333.50K
- glfw3.dll 47.50K
- isolated.exe 1.06M
- isolated.txt 2.21K
file_id.diz
-----------------------------------------------------
isolated, in sunlight
by
Traction and Brainstorm
a pc demo
for the ill-fated Revision 2020
-----------------------------------------------------
programming and visuals by preacher
soundtrack by romeo knight
with
skybox photography by Jockum Skoglund aka hipshot
textures from http://wdc3d.com/ (CC Attribution 4.0)
old man photo by George Desipris on Pexels
fmod by Firelight Technologies Pty Ltd.
glew
glfw
glm
a mersenne twister implementation from somewhere
and borrowed bits of shaders from assorted places
-----------------------------------------------------
greetings, love and appreciation to:
alcatraz, altair, asd, adapt, brain control,
conspiracy, epoch, excess, farbrausch, ivory labs,
kooma, lnx, logicoma, mercury, mfx, orange, satori,
still, synesthetics, tbl, ümlaut design, vaahtera
and all my other friends in the scene. I miss you and
hope to see you in person soon again.
-----------------------------------------------------
Wow, it feels good to release a demo again. Somehow,
in the middle of a busy life, career a toddler and
a quarantine, there was a bit of time to work on
things again. I wasn't supposed to make anything
for Revision, not really having followed the scene
for a while, but Revision being moved to an online
made it possible to participate in a proper way. I
am quite pleased with the result even if it was done
quickly and on top of a demo engine upgrade started
in 2017, which made things quite a bit more difficult
than they should have been. Sometimes you start going
to a place and find yourself somewhere completely
different, and it feels all right. This is one of
those times.
Finally, I would like to extend my special love and
gratitude to Romeo Knight for picking up the
soundtrack duty on an extremely short notice and
making a killer job of it. This demo would not exist
without you.
Stay safe.
- Preacher
-----------------------------------------------------
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; config ;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; sound = true/false
; debug = true/false
democonfig
{
sound = true;
developermode = false;
song = ambient.mp3
endtime = 341000
jumptime = 299500
}
timeline
{
; tyhjyys 0 150000 666
; kasvot 0 150000 666
; tunne 0 150000 666
; kalpeus 0 150000 666
; shadowtest2 0 150000 666
; shadowtest 0 150000 666
; dynamiccubetest 0 150000 666
; 0 150000 666
; tuli 0 250000 666
sauhu 0 47000 666
tuli 47000 100000 666
korona 100000 170000 666
kasvot 170000 210000 666
korona2 210000 260000 666
kauneus 260000 300000 666
viimeiset 300000 340000 666
}
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; effects ;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
namespace shadowtest
{
}
namespace dynamiccubetest
{
}
namespace tyhjyys
{
vec3 cameraposition = 0 30 -50
vec3 cameratarget = 0 0 0
vec3 cameraup = 0 1 0
vec3 lightpos = 0 5 0
float cameraradius = 10
int glowiterations = 10
float glowspread = 0.007
float glowexponent = 1.0
float glowalpha = 1.0
}
namespace kalpeus
{
vec3 cameraposition = 0 30 -50
vec3 cameratarget = 0 0 0
vec3 cameraup = 0 1 0
vec3 lightpos = 0 5 0
float cameraradius = 10
range flowerradius = 15 50
range flowerscale = 6.0 12.0
range flowerheight = 8 20
range flowerpentaalpha = 0.2 0.3
range petalangle = 0.5 0.8
range petalstartpower = 0.4 0.5
range petalendpower = 0.4 0.5
range petalendrotation = 0.1 0.2
int flowercount = 15
int glowiterations = 10
float glowspread = 0.007
float glowexponent = 1.0
float glowalpha = 1.0
}
namespace tunne
{
vec3 cameraposition = 0 0 -10
vec3 cameratarget = 0 0 0
vec3 cameraup = 0 1 0
float cameraradius = 10
float focusdistance = 5.0
int glowiterations = 10
float glowspread = 0.007
float glowexponent = 1.0
float glowalpha = 1.0
}
namespace sauhu
{
vec3 cameraposition = 0 0 -10
vec3 cameratarget = 0 0 0
vec3 cameraup = 0 1 0
vec3 grouppos = 0.15 0.15 0
vec3 titlepos = 0.15 0.15 0
float cameraradius = 10
float focusdistance = 5.0
int glowiterations = 20
float glowspreadx = 5.001
float glowspready = 5.001
float glowexponent = 1.0
float glowalpha = 1.0
}
namespace kauneus
{
vec3 cameraposition = 0 4 -13
vec3 cameratarget = 1 2 0
vec3 cameraup = 0 1 0
float camrotation = 1.0
vec3 grouppos = 0.15 0.15 0
vec3 titlepos = 0.15 0.15 0
float cameraradius = 10
float focusdistance = 5.0
float backgroundbrightness = 0.1
int glowiterations = 40
float glowspreadx = 7.001
float glowspready = 7.001
float glowexponent = 0.4
float glowalpha = 3.0
}
namespace tuli
{
vec3 cameraposition = 0 5 -6
vec3 cameratarget = 0 2 0
vec3 cameraup = 0 1 0
float cameraradius = 10
float focusdistance = 6.0
float focusdistancespeed = 30.0;
float focusdistancerange = 4s.0;
float camerarotationfreq = 12.0;
float camerarotationamount = 0.3;
int glowiterations = 20
float glowspread = 0.001
float glowexponent = 1.0
float glowalpha = 0.9
}
namespace maailma
{
vec3 camerapositionstart = 0 3 -6
vec3 camerapositionend = 0 3 0
vec3 cameratargetstart = 0 1 50
vec3 cameratargetend = 10 0.5 30
vec3 cameraup = 0 1 0
float cameraradius = 10
float focusdistance = 6.0
float focusdistancespeed = 104.0;
float focusdistancerange = 3.0;
int glowiterations = 20
float glowspreadx = 5.5
float glowspready = 1.2
float glowexponent = -0.1
float glowalpha = 2.2
}
namespace korona
{
vec3 mooncamerapositionstart = 0 -2.5 -10
vec3 mooncamerapositionend = 0 -2.5 -10
vec3 mooncameratargetstart = -0.9 -2.5 0
vec3 mooncameratargetend = 0.9 -2.5 0
vec3 groundcamerapositionstart = 0 20 -100
vec3 groundcamerapositionend = 0 15 -50
vec3 groundcameratargetstart = 0 40 200
vec3 groundcameratargetend = 0 40 200
vec3 sunposition = 0 7 20
vec3 sunposition2 = -4 7 20
range sunmovement = 0.1 0.4
range sunspread = 0.1 0.3
range sunsize = 1.0 2.0
range sunalpha = 0.01 0.02
vec3 cameraup = 0 1 0
vec3 moonpos = 0 3 0
float moonsizestart = 1.7
float moonsizeend = 1.4
float focusdistancestart = 3.0
float focusdistanceend = 5.0
float terrainscale = 5.0;
float terrainheightscale = 5.0;
float endoftheworld = 1.9;
int linecount = 7
range linewidth = 0.3 0.3
float linelength = 30
float linedistance = 7.0
int glowiterations = 40
float glowspreadx = 5.5
float glowspready = 0.02
float glowexponent = 0.6
float glowalpha = 5.2
}
namespace korona2
{
vec3 mooncamerapositionstart = 0 -0.3 -5
vec3 mooncamerapositionend = 0 -0.7 -5
vec3 mooncameratargetstart = 0 0 0
vec3 mooncameratargetend = 0 0 0
vec3 groundcamerapositionstart = 0 20 -100
vec3 groundcamerapositionend = 0 15 -50
vec3 groundcameratargetstart = 0 40 200
vec3 groundcameratargetend = 0 40 200
vec3 cameraup = 0 1 0
vec3 moonpos = 0 3 0
float moonsizestart = 1.1
float moonsizeend = 1.4
float focusdistancestart = 3.0
float focusdistanceend = 5.0
float terrainscale = 5.0;
float terrainheightscale = 5.0;
int linecount = 7
range linewidth = 0.3 0.3
float linelength = 30
float linedistance = 7.0
int radialiterations = 12
float radialspread = 0.001
float radialexponent = 1.0
float radialalpha = 0.9
int glowiterations = 20
float glowspreadx = 7.5
float glowspready = 0.2
float glowexponent = 14.2
float glowalphastasrt = 2.2
float glowalphaend = 5.2
}
namespace kasvot
{
vec3 camerapositionstart = -1 0 -6
vec3 camerapositionend = 1 0 -9
vec3 cameratargetstart = -0.5 0 0
vec3 cameratargetend = 0.5 0 0
vec3 particle2position = -3.9 1.5 -2.5
vec3 particle3position = 5.0 -0.66 -1.0
vec3 cameraup = 0 1 0
vec3 lightpos = 0 20 0
float lightscale = 15.0
float focusdistance = 6.0
float focusdistancespeed = 20.0;
float focusdistancerange = 3.0;
int glowiterations = 20
float glowspreadx = 5.1
float glowspready = 0.4
float glowexponent = -0.1
float glowalpha = 2.1
}
namespace viimeiset
{
vec3 cameraposition = 0 20 -100
vec3 cameratarget = 0 0 0
vec3 camerapositionstart = 0 20 -70
vec3 camerapositionend = 0 15 0
vec3 cameratargetstart = 0 0 200
vec3 cameratargetend = 0 0 200
vec3 sunposition = 200 150 600
range sunmovement = 0.1 0.4
range sunspread = 4.1 10.5
range sunsize = 45.0 60.0
range sunalpha = 0.01 0.012
vec3 cameraup = 0 1 0
vec3 textpos = 0.50 0.1 0
float textscalestart = 0.5
float textscaleend = 0.5
float cameraradius = 10
float focusdistance = 0.05
float terrainscale = 1.5;
float terrainheightscale = 5.0;
int glowiterations = 10
float glowspreadx = 5.001
float glowspready = 5.001
float glowexponent = 2.0
float glowalpha = 4.0
float constantfade = -0.2
float noisepower = 500
}
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; beat ;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
bpm pulse
{
bpm = 126
offset = 0
}
bpm pulsehalf
{
bpm = 63
offset = 0
}
bpm pulsequarter
{
bpm = 31.5
offset = 0
}
bpm pulseeighth
{
bpm = 15.75
offset = 0
}
event startfadein
{
time = 2000
length = 15000
}
event startfadeout
{
time = 42000
length = 5000
}
event grouptitle
{
time = 14000
length = 6000
}
event grouptitle2
{
time = 20000
length = 6000
}
event demotitle
{
time = 26000
length = 10000
}
event tulifadein
{
time = 48000
length = 4000
}
event tulifadeout
{
time = 95000
length = 4000
}
event koronafadein
{
time = 100000
length = 4000
}
event koronafadeout
{
time = 169800
length = 200
}
event koronareveal
{
time = 122000
length = 10000
}
event maailmafadein
{
time = 167000
length = 3000
}
event maailmafadeout
{
time = 196000
length = 4000
}
event kasvotfadein
{
time = 170000
length = 3000
}
event kasvotchange
{
time = 184800
length = 6000
}
event kasvotshake
{
time = 187000
length = 10000
}
event kasvotfadechange
{
time = 180000
length = 15000
}
event kasvotfadeout
{
time = 209000
length = 1000
}
event korona2fadein
{
time = 211000
length = 4000
}
event korona2fadeout
{
time = 258000
length = 2000
}
event kauneusfadein
{
time = 260000
length = 15000
}
event kauneusfadeout
{
time = 290000
length = 10000
}
event viimeisetfadein
{
time = 300000
length = 10000
}
event viimeisetfadeout
{
time = 333000
length = 7000
}
event credits
{
time = 315000
length = 18000
}
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; meshes ;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
/*
mesh testi.obj
{
usevbo = true
autotexture = false
texture = texture1.jpg
usefacenormals = false
calculatenormals = false
retain = true
}
*/
/*
mesh sphere.obj
{
usevbo = true
}
mesh test.obj
{
usevbo = true
}
*/
mesh sphere.obj
{
usevbo = true
}
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; textures ;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; upload = true/false
; wrap = repeat/clamp
; retain = true/false
; mipmap = true/false
; filter = nearest / linear
/*
texture test.jpg
{
mipmap = true
wrap = repeat
filter = linear
retain = true
}
*/
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; postprocessing rendertargets ;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
texture main
{
width = 1024;
height = 1024;
format = float16;
}
texture main_downscale1
{
width = 512;
height = 512;
format = float16;
wrap = clamp;
}
texture main_downscale2
{
width = 256;
height = 256;
format = float16;
wrap = clamp;
}
texture main_downscale3
{
width = 256;
height = 256;
format = float16;
wrap = clamp;
}
texture main_downscale3_2
{
width = 256;
height = 256;
format = float16;
wrap = clamp;
}
texture computetest
{
width = 1024;
height = 1024;
format = float32;
}
texture lens_coc
{
width = 1024;
height = 1024;
format = float16;
wrap = clamp;
}
texture post1
{
width = 1024;
height = 1024;
format = float16;
wrap = clamp;
}
texture post2
{
width = 1024;
height = 1024;
format = float16;
wrap = clamp;
}
texture downscale1
{
width = 512;
height = 512;
format = float16;
wrap = clamp;
}
texture downscale2
{
width = 256;
height = 256;
format = float16;
wrap = clamp;
}
texture downscale3
{
width = 256;
height = 256;
format = float16;
wrap = clamp;
}
texture downscale3_2
{
width = 256;
height = 256;
format = float16;
wrap = clamp;
}
texture heightmap1
{
filename = heightmap1.jpg
}
texture heightmap2
{
filename = heightmap2.jpg
}
texture mustakivi
{
filename = mustakivi.jpg
}
texture kivitesti
{
filename = kivitesti.jpg
}
texture whiteparticle
{
filename = whiteparticle.png
}
texture circle
{
filename = circle.png
}
texture oldman
{
filename = oldman.png
}
texture demotitle
{
filename = demotitle.png
}
texture grouptitle
{
filename = traction.png
}
texture grouptitle2
{
filename = brainstorm.png
}
texture credits
{
filename = credits.png
}
texture dynamictest
{
type = cubemap;
format = rgba;
width = 1024;
height = 1024;
}
texture fjaraenv
{
type = cubemap;
format = rgba;
width = 1024;
height = 1024;
filenameposx = fjara_negx.jpg
filenamenegx = fjara_posx.jpg
filenameposy = fjara_posy.jpg
filenamenegy = fjara_negy.jpg
filenameposz = fjara_posz.jpg
filenamenegz = fjara_negz.jpg
}
; some whitespade needed :)