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  • AbsoluteWorld/ dir
  • AbsoluteWorld/V1.01/ dir
  • AbsoluteWorld/V1.01/AbsoluteWorld_v101.exe 44.00K
  • AbsoluteWorld/V1.01/updatenfo.txt 4.60K

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Eldorado
Absolute World

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history:
party release : 25/11/30

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requirements:
CPU    - fast multi core cpu recommended.
memory - Memory installed in today's fast gfx cards and the memory installed in today's PCs.
system - Windows10/11
driver - Modern OpenGL driver and pixel shader 4.6 later.
audio  - Windows compatible soundcard.
video  - fast Geforce gfx card. 
         tested on Geforce RTX 3060 Ti.

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the artsy crew

Eldorado
part                      name      contact
engine/code/visual/music  got       https://demozoo.org/sceners/17020/

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thanks

Demo-Framework-64k / iq             (https://madethisthing.com/iq/Demo-Framework-64k)
This is the framework that was the basis for the creation of IntroEngine.
It was very helpful in creating it.

64klang2 / Alcatraz                 (https://github.com/gopher-atz/64klang)
I used it to create the intro music.
I haven't fully mastered how to use it yet, but it's very versatile and made it easy to create the music.

squinhy / Ferris                    (https://logicoma.io/squishy/)
It's a great packer with a high compression rate and I found it very useful.

Shader Minifier / LLB               (https://github.com/laurentlb/Shader_Minifier)
This is a well-known shader compression tool in the demo scene and I found it quite useful.
I would also like to thank Zavie for spreading the word.

GNU Rocket / Kusma                  (https://github.com/rocket/rocket)
This is a library for synchronizing sound and images.
This is a library that has been commonly used in the demo scene for quite some time, and is quite useful.

Imgui / Omar Cornut                 (https://github.com/ocornut/imgui)
I used it as a debug function for adjusting parmanent parameters.

MinimalGL / 0x4015                  (https://github.com/yosshin4004/minimal_gl)
I used the rendering engine design as a reference. 
It was written in C and the coding style seemed old to me, but it was a useful design method, so I'm grateful for the contribution.

Other.
The arithmetic operations in past Preacher/Traction programs were fairly easy to understand and served as reference for the design of these classes.
and "shadertoy" samples and font system were very helpful.

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greetings
Brainstorm / Conspiracy / gam0022 / 0b5vr / Renard / SystemK / Ukonpower / Traction / Tya-pa- / 0x4015 / Sessions crew

respects
Kewlers / Komplex / Mfx / Sunflower

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About starting prods
If you have antivirus software installed, it will be caught, so please disable it before starting.

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Comment.
About this prods:
This intro is based on the theme of reality and fiction.
I hope you will take a look and feel the content.
The rendering techniques used are raymarching / raytracing / pathtracing.
The music uses 64klang2, but this time we use SAPI for the voice part.
SAPI is a speech synthesis function built into Windows, and I remember it being used in some intros in the demo scene around 2003-2004. :)

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final version 1.01 updated log:
1. Fixed some display issues with AMD.
2. The font has been changed to the standard Windows 10/11 font.
3. Fixed the issue where the screen would freeze for a certain period of time when switching scenes for the first time.

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Addition Comment to final version 1.01:
Sorry. nfo contained a misleading statement, so we have add it.
This time, for the effects, while learning rendering, I did some modifications based on the work of shadertoy user 
(We would like to thank everyone who has contributed to pathtracing via shadertoy. (Shane, KK/Virgill, Ob5vr)).
However, there were some issues with the images not coming out as originally envisioned, 
and the rendering load was higher than expected, so in the end it ended up being a bit unoriginal.
This will be the subject for next time.
But, this work took three months to produce, but despite those problems, I was able to contribute to the excitement of the event, so I have no regrets.:)

Finaly, We would also like to thank Gargaj for contributing to some bug fixes.

Naruhiko "Got" Oomuro / Eldorado