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.Start.of.DemoNews.119..............................................Size:49,755

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                                                      | Subscribers  :  2058
         DemoNews Issue #119 - March 13, 1996         |   Last Week  :  2014
                    -------------                     |   Change     :   +44
     DemoNews is a newsletter for the demo scene.     | Archive Size : 2218M
 It is produced by Hornet at the site ftp.cdrom.com.  |   Last Week  : 2169M
    Our demo archive is located under /pub/demos.     |   Remaining  :  733M
                                                      |
=-[Contents]=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

   Line    Section
 ------    -------------------------------------------------------------------
     31    Calendar
     53    Top Downloads
     76    Uploads
    363    Articles
    365      Introduction................................Snowman
    422      Demoscene Music WWW Pages...................GD
    515      Intro to 3D Graphics - Volume 04............Kiwidog
    927    Subscribing
    942    Closing


=-[Calendar]=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

 Date      Event               Location  Concact Points
 --------- ------------------- --------- -------------------------------------
 29 Mar 96 Mekka               Germany   PV80090@PH80090.HH.eunet.de
           http://www.xs4all.nl/~blahh/RAW/Parties/Invitations/Mekka.html

 02 Apr 96 The Gathering       Norway    mikaels@powertech.no
           http://www.ifi.uio.no/~uwek/Crusaders/TG

 05 Apr 96 Symposium           Germany   gandalf@blackbox.shnet.org
           http://134.28.37.10/~frank/bbx-sym96/bbx96.html

 06 Apr 96 X                   Netherlnd cba@xs4all.nl
           http://www.xs4all.nl/~herkel

 31 May 96 Naid                Canada    naid@autoroute.net
           http://www.autoroute.net/~naid

 More information is at http://hagar.arts.kuleuven.ac.be/~sdog/party.html


=-[Top Downloads]-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

 NOTE: Statistics are sometimes slightly off due to symbolic links, mirrors,
 renamed files, and other things that affect the log files.

 Pc Times FileName.Ext      Pc Times FileName.Ext       Pc Times FileName.Ext
 -- ----- --------.---      -- ----- --------.---       -- ----- --------.---
 <COMBINED LIST>            <DEMOS LIST>                <GRAPHICS LIST>
  1 00356 acdu0396.zip       1 00182  animate.zip        1 00027 dst_frac.zip
  2 00239     cp16.zip       2 00169 nooon_st.zip        2 00024   vamp10.zip
  3 00213   cp1666.zip       3 00159 mfx_tgr2.zip        3 00024   airwar.zip
  4 00194    ft206.zip       4 00153 ftj_ymca.zip        4 00021 veced300.zip
  5 00186 scrmt321.zip       5 00127 unreal11.zip        5 00019 icekngdm.zip
  6 00182  animate.zip      <MUSIC LIST>                <CODE LIST>
  7 00169 nooon_st.zip       1 00238     cp16.zip        1 00089 dn116_3d.zip
  8 00159 mfx_tgr2.zip       2 00213   cp1666.zip        2 00083   onesrc.zip
  9 00153 ftj_ymca.zip       3 00194    ft206.zip        3 00068 dos32v33.zip
 10 00139    ft204.zip       4 00186 scrmt321.zip        4 00056  dcc_3de.zip
                             5 00139    ft204.zip        5 00053  ggouro2.zip

 <Files downloaded total : 061148>


=-[Uploads]-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

=----------------------------------------------------------[File Information]-=

 All files listed below are on ftp.cdrom.com under /pub/demos.
 Please keep in mind that all ratings are subjective.

 If your file transfers are too slow, there are several alternatives:

   Our code mirror is ftp.co.iup.edu/code.  ftpadmin@ftp.co.iup.edu for help.
   Try getting files from the web at http://www.cdrom.com/pub/demos
   See /hornet/demonews/demonews.102 for details about ftpmail.

 You may also wish to check out a couple of other good demo sites:

   ftp://ftp.arosnet.se/e:\demo maintained by Zodiak / Cascada
   ftp://hagar.arts.kuleuven.ac.be/demos maintained by Sleeping Dog / Natives

 Here are also a few good WWW links to try out (under construction):

   http://www.th-zwickau.de/~maz/sound.html for music and sound utils


=-------------------------------------------------------------[Demos:General]-=
Location /demos/alpha             Size Rated Description
=-------------------------------- ---- ----- ---------------------------------=
/1994/u/utopia.zip                 969 *+    Utopia by Vertex
/1995/p/poliisi.zip                775 ***+  Poliisi by Coma
/1995/s/supnova3.zip               218 *+    BBS: Super Nova by Palpatine
/1996/m/minidemo.zip                35 **+   Minidemo by Crucial
/1996/r/ringnes.zip                254 ***   Ringens Motion by The Joker
/1996/r/rush_pkl.zip               283 **    Rushed by Pankakeland
/1996/s/simplesl.zip              1458 ***   Simple by Spanish Lords
/1996/s/sl_fake.zip                 88 ***+  Fake by Sublogic
/1996/s/slr-s599.zip                 1 ***   Simple Scroller by Solar Designer
/1996/s/snowfire.zip                 9 *+    Snowfire by Anaconda

Assembly 1995 4k Intros (ASM95:in4k:)
/1995/h/havoc.zip                    7 ****  05: Havoc by Extreme
/1995/c/clxfinal.zip                10 ***+  07: Complexity by Byteam
/1995/s/strictly.zip                 4 ***+  14: Strictly 4kb by Olppa
/1995/0-9/165plasm.zip               2 ***+  XX: 165b Raster Plasma by Project
/1995/0-9/4kg.zip                    5 ***+  XX: 4kg by Lopez,Firehawk
/1995/0-9/4magic.zip                 2 ***   XX: Four Magic Kaas by The Natives
/1995/a/acidrain.zip                 4 **    XX: Acid Rain by ???
/1995/a/act.zip                      8 **+   XX: Act by Placidia
/1995/a/aivopesu.zip                 3 *+    XX: Aivopesu by Cannibal
/1995/a/alifemem.zip                 3 **    XX: Alife by Mriq
/1995/a/asm95zea.zip                 4 **    XX: 0.5 Weeks by ???
/1995/b/bbuumi.zip                   5 ***   XX: Bittibuumi by Rubicon
/1995/b/bug.zip                      3 **    XX: Bug by ???
/1995/c/chaos95r.zip                 3 **    XX: Bestial Chaos
/1995/c/crystal.zip                  4 ***   XX: Crystal by Juho Ahonen
/1995/e/elements.zip                 3 ****  XX: Elements by ???
/1995/f/finland.zip                  3 ***+  XX: Finland by ???
/1995/f/fucko.zip                    2 *+    XX: F. The Optimizing by Astute
/1995/h/hellfire.zip                 6 *     XX: Hellfire by Illumination
/1995/k/kakka.zip                    1 *+    XX: Kakka by Mov,Inzu
/1995/m/math.zip                     4 ***   XX: Math by Interamni
/1995/m/mp!hiloi.zip                 3 *+    XX: Hiloi by Masa,Pena
/1995/n/nunna.zip                    6 +     XX: Nunna by Akesoft
/1995/o/ortni.zip                    4 **    XX: Ortni by Voxel
/1995/p/pamppu.zip                   7 *     XX: Pamppu by Akesoft
/1995/r/riuku.zip                    7 +     XX: Riuku by Akesoft
/1995/s/shapes.zip                   3 **    XX: Shapes by Petman
/1995/s/smooth.zip                   4 ****  XX: Smooth by Pulp
/1995/s/starlit.zip                  6 **+   XX: Star Light by XoR
/1995/t/tan.zip                      4 ***   XX: Tan by Marlon Berlin
/1995/t/taxintro.zip                 6 *+    XX: Taksi by Brainlez Coders
/1995/t/tight.zip                    3 **    XX: Tight by Pyre
/1995/w/wiswatch.zip                 7 **+   XX: Wise Watcher by Acid Pixhell

Movement 1995 Demos (MOV95:demo:)
/1996/u/ulc_star.zip              1677 ***   03: Star Reach by Unl. Creations

The Party 1995 Demos (TP95:demo:)
/1996/a/ancircs3.zip              1446 ****  17: Circuit (S3 pre) by Analogue

The Party 1995 4k Intros (TP95:in4k:)
/1995/t/tc_par.zip                  15 ****+ EE: 4k Intro by The Coexistence

General Probe 1996 4k Intros (GP96:in4k:)
/1996/s/stc_4078.zip                 4 ***   ??: 4078 by Substance

Volcanic 1996 Demos (VOL96:demo:)
/1996/e/e_magic.zip                446 ***+  ??: Magic by Eclipse
/1996/e/exine.zip                 1313 ***+  ??: Exine by Anarchy

=-------------------------------------------------------------[Music:General]-=
Location /demos/music             Size Rated Description
=-------------------------------- ---- ----- ---------------------------------=
/songs/1995/xm/v/vg-sunri.zip      219 **    Sunrise Experience by vildauget
/songs/1996/it/j/jasmine.zip       125 ***   Jasmine Tea by Lord Blanka
/songs/1996/it/k/kanamon.zip       254 ***+  Kanamon Worms by Lord Blanka
/songs/1996/it/l/lizlevit.zip      155 **+   Leviathan 2010 by Lizard
/songs/1996/s3m/f/fdn-ffg.zip      188 **+   Fall from Grace by Ender
/songs/1996/s3m/f/fm-energ.zip     274 ****  Energia (Planar Remix) by Necros
/songs/1996/s3m/w/wppeals.zip       25 ***   West Point Peals by Paul Watkins
/songs/1996/xm/e/el-alsom.zip      134 **+   Always Somet. by Electric Lucidity
/songs/1996/xm/e/el-scorp.zip      384 ***   Scorpion Win. by Electric Lucidity
/songs/1996/xm/e/el-shiom.zip       82 ***   She Is Once.. by Electric Lucidity
/songs/1996/xm/e/el-subtl.zip      157 **+   Error of Sub. by Electric Lucidity
/songs/1996/xm/e/el-toeac.zip       16 **    To Each Thei. by Electric Lucidity
/songs/1996/xm/e/exjungle.zip       81 *     1st Try Jungle by Stefan Trischler
/songs/1996/xm/g/glory.zip          95 *+    Glory by Pix
/songs/1996/xm/g/gwattack.zip        0 **    Global World Att. by Eye of Hurr.
/songs/1996/xm/h/happy.zip          61 **    Happy Land by Pix
/songs/1996/xm/h/herelies.zip     1081 +     Here Lies One by Noiseman
/songs/1996/xm/i/icu.zip           312 **+   I See You by Pix
/songs/1996/xm/u/undefeel.zip      289 ****+ Undetermined Feelng by Ryan Cramer
/songs/1996/xm/u/use-chin.zip      147 **    Cyber China by Dustbin
/songs/1996/xm/u/use-hypn.zip      195 **+   Hypnosis by Nabo
/songs/1996/xm/u/use-icy.zip        88 ***   Icy Flower by Nabo
/songs/1996/xm/u/use-trib.zip      475 ***   Tribal Steps by Dustbin

=--------------------------------------------------------[Music:Non-Reviewed]-=
Location /demos/music             Size Description
=-------------------------------- ---- ---------------------------------------=
/programs/convert/amf2mod.zip       23 AMF to FastTracker 1.0 MOD converter
/programs/convert/amf2s3m.zip        8 AMF to ScreamTracker 3 Module Converter
/programs/misc/ask.zip               4 Font changer for ST3 + ImpulseTracker
/programs/players/amp121.zip        40 AMP AWE32 Module Player v1.21
/programs/players/awemp145.zip      59 AWEMP AWE32 Module Player v1.45
/programs/players/cmod305.zip      107 CapaMod player v3.05
/programs/players/cp1666.zip       495 Cubic Player v1.666
/programs/players/cwd_ppp.zip       19 Pervo Player v1.0
/programs/players/genmod.zip       433 Generic Module Player v1.3
/programs/players/juicy17.zip       38 Juicy Player MOD player v1.7
/programs/players/mod.zip           12 MASSOUND Player v9
/programs/players/starp225.zip      34 StarPlayer v2.25
/programs/players/timidity.zip     219 TiMIDIty Player+Source v0.90
/programs/players/wemp96.zip        37 Wavefront Extended Module Player v0.96
/programs/rippers/burp100.zip       31 BURP Ripper v1.00
/programs/rippers/rippr495.zip     181 Ripper v4.95
/programs/samplers/wav_2_xi.zip     14 WAV2XI sample converter v0.72
/programs/samplers/wavetoxi.zip     20 Wave to XI sample converter
/programs/trackers/amusic11.zip     81 Amusic AdLib tracker v1.1
/programs/trackers/digitr30.zip    168 DigiTracker v3.0
/programs/trackers/ft206.zip       345 FastTracker v2.06
/programs/trackers/it105.zip       362 ImpulseTracker v1.05
/programs/trackers/radpas13.zip     11 Reality AdLib -> TP Libraries v1.3

=----------------------------------------------------------[Graphics:General]-=
Location /demos/graphics          Size Rated Description
=-------------------------------- ---- ----- ---------------------------------=
/disks/1994/cyrout.zip              34 +     Anti Lord Cyrix by Various Artists
/disks/1996/lt-psych.zip           661 **    Psychedelia by Light
/disks/1996/lt-x9.zip              434 **+   A Journey Through X9 by Light

Abduction 1995 Graphics (ABD95:grfx:)
/images/1995/j/jmagic.zip           33 ****  01: Jmagician by Der Piipo
/images/1995/m/madsanta.zip         32 ***+  02: Mad Santa by Dice
/images/1995/e/escape.zip          113 ***+  03: Escape by Slimy Devil
/images/1995/m/melody.zip           34 **    05: Melody by Cross
/images/1995/k/k_picas.zip          26 **+   06: 45 Minute Picasso by Kowtow
/images/1995/b/brown_ey.zip         56 **+   07: Brown Eyed Girl by Tohe
/images/1995/b/babyface.zip         54 **+   08: Babyface by Gnome
/images/1995/b/bathtime.zip         28 *+    10: Bathtime by Damac
/images/1995/s/squid.zip            58 ***+  11: Squid by Exeter
/images/1995/k/kiesus.zip           34 **+   12: Kiesus by Prager
/images/1995/p/prayer.zip          132 ***   13: Prayer by Captain Drago
/images/1995/c/centurio.zip         49 ***+  ??: Centurion by ???
/images/1995/e/ernest.zip           43 *+    ??: Ernest by ???
/images/1995/g/grn_sig.zip           6 **+   ??: ??? by ???
/images/1995/k/kapy_fin.zip         20 **+   ??: ??? by ???
/images/1995/k/kissa62.zip          34 ***+  ??: ??? by ???
/images/1995/n/nosigne.zip         138 [n/a] ??: ??? by ???
/images/1995/s/shqsign.zip           5 +     ??: ??? by ???
/images/1995/s/sunset.zip           19 **    ??: Sunset by ???

Assembly 1995 Graphics (ASM95:grfx:)
/images/1995/f/fiction2.zip         38 ****+ 01: Fiction by Visualize
/images/1995/m/mystery.zip          43 ****  02: Mystery by Artifec
/images/1995/a/agony.zip            36 ***   03: Agony by Jogi
/images/1995/v/valk31.zip          163 ****  04: Valkyria by Visigoth
/images/1995/a/an_axe.zip           55 ****  07: An Axe by Yoga
/images/1995/p/phobic.zip           65 ****  08: Phobic by Ironman
/images/1995/b/baby.zip             45 **+   10: Baby by Facet & Super
/images/1995/g/grandma.zip          35 ***   12: Grandma by Tyshdomolo
/images/1995/n/nrtzrkbl.zip        104 **    14: Blend by Netesten
/images/1995/a/after_li.zip         43 **    ??: ??? by ???
/images/1995/b/battlewa.zip         75 **    ??: ??? by ???
/images/1995/c/cowboy.zip           13 +     ??: Cowboy by ???
/images/1995/d/dasboot6.zip         22 +     ??: Das Boot by Hazard
/images/1995/d/deespalf.zip         35 ***+  ??: ??? by ???
/images/1995/d/dragon.zip           92 ***   ??: ??? by ???
/images/1995/d/ducepic.zip          64 **+   ??: ??? by Duce
/images/1995/f/firedray.zip         30 ***+  ??: ??? by ???
/images/1995/f/frost.zip            14 +     ??: Frost by Nagath
/images/1995/h/hcosmic.zip          21 ***   ??: ??? by ???
/images/1995/h/hellview.zip         63 *     ??: ??? by ???
/images/1995/h/huma2.zip           131 ***   ??: Huma by Dreamer
/images/1995/i/imp_wolf.zip         77 ***   ??: ??? by Wolf
/images/1995/i/indian.zip          118 **+   ??: Indian by M-Stone
/images/1995/i/ingas.zip            88 ***+  ??: Ingas by Louie
/images/1995/l/ladywar2.zip         45 *+    ??: Lady at War by Mindeye
/images/1995/o/outspace.zip         33 ****  ??: Outer Space by Toxic
/images/1995/p/pad-newb.zip         30 *+    ??: ??? by Pad
/images/1995/p/pilvii.zip           27 **+   ??: ??? by Saffron
/images/1995/r/rabbits.zip          31 ***+  ??: Rabbits by ???
/images/1995/r/rosie.zip            39 ***   ??: Rosie by ???
/images/1995/s/sami2.zip           131 **    ??: Sami by Cork
/images/1995/s/si-nrn.zip           47 **+   ??: ??? by ???
/images/1995/s/sld-domi.zip         52 ***   ??: Domination by Slimy Devil
/images/1995/t/tb_ass95.zip        102 ***   ??: ??? by Treabeard
/images/1995/w/warrior.zip          47 **    ??: Warrior by Menace
/images/1995/w/whoisit.zip          16 **+   ??: Who Is It by ???

Assembly 1995 Raytracing (ASM95:grtc:)
/images/1995/s/sld-ftch.zip        223 **    ??: Fetch by Slimy Devil

Juhla 2 1995 Graphics (JUH95B:grfx:)
/images/1995/m/mistydrm.zip         27 ****+ 01: Misty Dream by Prayer
/images/1995/d/dpclock.zip          35 ****  02: Clock Tower by Der Piipo
/images/1995/p/portrait.zip         27 ****  03: Man's Portrait by Nik
/images/1995/b/boymansk.zip         60 ****  04: Boy Man Skull by Slimy Devil
/images/1995/t/temple.zip           31 **+   05: Temple by Ember
/images/1995/d/demon.zip            21 *     06: Demon by Gnome
/images/1995/s/sadflash.zip         28 *     07: Sad Flasher by Primon
/images/1995/0-9/2oddity.zip        34 *+    08: The Two Oddity by Mazor
/images/1995/f/fright.zip           31 *+    09: Fright by Cork
/images/1995/m/mvmadman.zip         17 *+    10: Man Man by Mov
/images/1995/n/nitghoul.zip         25 *     11: Ghoul by Nitric
/images/1995/t/theslob.zip          23 **+   12: The Slob by Duke
/images/1995/l/lizard.zip           28 *+    13: Lizard by Damac
/images/1995/v/valley.zip            8 +     14: Valley by Mithrandir
/images/1995/g/graffiti.zip         18 **    15: Graffiti by Manticore
/images/1995/s/steelfac.zip         50 *     16: Steel Face by Emetic

The Gathering 1994 Graphics (TG94:grfx:)
/images/1994/z/zzmadman.zip         48 ****  01: ZZ Madman by Fairfax
/images/1994/t/tonyofra.zip         56 ****  02: Tony of Razor by Tony
/images/1994/i/inyourfa.zip         42 ****+ 03: In Your Face by Archmage
/images/1994/s/spacegua.zip         48 ****  04: Space Guardian by BCR
/images/1994/j/julia.zip            33 ***+  05: Julia by Decker
/images/1994/c/conan.zip            53 ***   06: Conan by Blue Devil
/images/1994/d/dentist.zip         164 ***+  07: Dentist by Tiedye
/images/1994/i/illusion.zip         69 **+   08: Illusionia by Bridgeclaw
/images/1994/b/badtrip.zip          57 ***+  09: Bad Trip by Pal

The Party 1993 Graphics (TP93:grfx:)
/images/1993/y/yell.zip              7 ****+ 01: Yell by Lithium
/images/1993/s/skyr_pxl.zip         66 ****  02: ??? by Pixel
/images/1993/w/watery.zip           10 ****  03: Watery by Arachnatron
/images/1993/w/windows.zip           2 +     04: Windows Sucks by Gore
/images/1993/a/alita.zip            29 ***+  05: Alita by Sigfrid
/images/1993/a/air.zip              31 ****  06: Air by Marvel
/images/1993/h/horror.zip           20 ***   07: Horror by Lord Something
/images/1993/a/arnial.zip           14 ****  08: Arnold by Joachim
/images/1993/w/womanru1.zip         21 ***   09: Woman by Trau
/images/1993/a/aghev02.zip          20 ***   10: Aghev by Havoe
/images/1993/s/sti_ephr.zip         31 **+   11: ??? by Sti
/images/1993/m/mulkero.zip           2 *     12: Mulkero by Phontom
/images/1993/v/vis16.zip             9 **+   13: Vis 16 by Zeb
/images/1993/s/sul_comp.zip         17 **    14: Sul by Barti
/images/1993/a/alex.zip             13 **+   15: ??? by Alex
/images/1993/m/max_comp.zip         47 **+   16: Max by Zebig
/images/1993/i/inteli.zip           13 *     17: Intel by Jeskola Productions
/images/1993/s/sonic_ca.zip         14 **    18: Sonic by Consel
/images/1993/a/apple.zip            17 *+    19: Apple by Neuronik
/images/1993/c/chaos.zip            13 **    20: Chaos by Maestro
/images/1993/s/strawbry.zip         21 **    21: Strawberry by PL

Wired 1994 Graphics (WIR94:grfx:)
/images/1994/u/ukko39.zip           66 ****  01: Ukko by Zuul Design
/images/1994/n/nadia.zip            39 [n/a] 02: Nadia by Moebius
/images/1994/r/robot.zip            73 ***+  03: Robot by Youfi
/images/1994/h/hn-ranma.zip         20 **    ??: Ranma by Hypernova
/images/1994/s/sunsweat.zip         59 **    ??: Sunsweath by Balex-T
/images/1994/t/tarzan.zip           44 *     ??: Tarzan by Fred

=-----------------------------------------------------[Graphics:Non-Reviewed]-=
Location /demos/graphics          Size Description
=-------------------------------- ---- ---------------------------------------=
/party/1993/a/a93-pics.zip         360 Photos from ASM93 taken by Extreme

=------------------------------------------------[Miscellaneous:Non-Reviewed]-=
Location /demos                   Size Description
=-------------------------------- ---- ---------------------------------------=
/hornet/demonews/demonews.116       55 DemoNews 116
/hornet/demonews/demonews.117       38 DemoNews 117
/hornet/demonews/demonews.118       45 DemoNews 118
/info/traxw/traxweek.048            29 TraxWeekly 48
/info/traxw/traxweek.049            42 TraxWeekly 49
/info/traxw/traxweek.050            65 TraxWeekly 50


=-[Articles]=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

=---------------------------------------------------[Introduction]--[Snowman]-=

 Hello all, and welcome to DemoNews issue 119.

 CELEBRATION.  Our mirror at ftp.luth.se has been restored.  I made a note
 to myself to check the exact directory where the mirror resided on their
 site. Unfortunately, when it came time to write this introduction I could
 not access the site.  But I have faith... the mirror is there and Europeans
 should experience a speed gain when downloading.

 I highly encourage you all check out that #trax people picture web page
 that GD mentions in his article below.  You never know who or what you
 might find there.

 Many of you may wonder why this issue is out so late.  This week I actually
 have two somewhat legitimate excuses.

 First, I couldn't release the issue yesterday because our entire company
 had to change IP addresses after an ISP change.  All of the servers in our
 department were offline at one point or another.  The upside to this is
 that we now have a direct T1 connection to wcarchive here and I'm getting
 177k/s transfer rates.  This makes me very happy.  :)

 Second, and more importantly, I've found a kindred spirit.  Those of you in
 the music scene can hop on #trax.  Those who code can read
 comp.sys.ibm.pc.demos.  But what is a demo maintainer to do?  There just
 aren't that many forums where open discussion about archive management take
 place.

 One of the three Simtel archive maintainers is Michigan native Christopher
 Gavula.  He also happens to be affiliated with Walnut Creek CDROM and is a
 Novell NetWare expert.  He flew here to California two days ago to assist
 us with network upgrades.  The two of us started talking about archive
 maintenance.  Then we _really_ started to talk about archive maintenance.
 It turns out, oddly enough, that the Simtel and Hornet Archives are very
 closely related.

 We spent a great deal of time with a whiteboard and markers, drawing
 diagrams of how we handle files and update descriptions.  I spotted several
 intriguing ways to improve performance on our site.  It was amazing.  Here
 was someone in an unrelated field talking about how he moves files out of
 /incoming and keeps the base directory tightly arranged.  After hours of
 discussion, I came to the conclusion that the Hornet Archive and Simtel
 were at similar stages of development, but that both archives were years
 ahead of almost all other ftp.cdrom.com-based archives.

 So why am I telling you all of this?

 Consider it a precursor to a more organized and efficient demo archive. One
 that will be tailored to meet _your_ specific needs.  One that is
 searchable, user-correctable, modifiable, and easily maintainable.  One
 that is not only functional but also aesthetically appealing.  There's a
 real-time raytraced golden light in our near future.
 
 Snowman / Hornet - r3cgm@cdrom.com


=-------------------------------------------[Demoscene Music WWW Pages]--[GD]-=

 Back in demonews 102, I reviewed a couple demoscene-related worldwide web
 pages. I had hoped to make it a regular demonews feature, but this didn't
 happen.

 Recently, a number of web pages have surfaced on the Internet which are
 focused on computer music. I would like to direct your attention to three
 such webpages of interest to the music scene.

 _____Virtual Music

 The Virtual Music page is designed as a central point for gathering
 information on computer music or for contacting other musicians. One of the
 links offered on this page is a frequently asked questions guide for the
 alt.binaries.sound.modules newsgroup.

 User links are sorted alphabetically and a click on the letter of the
 user's choice will go to that section of the alphabetic listing. This would
 be a good place to use html frames, and put the alphabetic selector in
 another window, but the author of this page stresses his desire to make it
 compatible with as many browsers as possible.

 Webpage URL  : http://www2.gvsu.edu/~behrensm/vmp/index.html
 Maintainer   : Matt Behrens (Zigg)
 Send email to: behrensm@river.it.gvsu.edu

 _____#trax Homepage

 This page serves as a home for the IRC channel #trax which is frequented by
 novice and expert demoscene musicians alike. The page is very well
 organized, and upon startup provides the user with an organized menu.

 There are two main sections to this page and several smaller sections. The
 two main sections also have a large icon on the main page.

 The 'People' section, one of the two large branches from the main page, is
 a listing of people who frequent #trax. For most of the people listed, a
 picture is shown. All of the pictures that do appear have been scaled to
 the same size to provide a consistent appearance.

 In each personal biography for every person listed on this page, their real
 name, alias, email address, group affiliation, and talent is listed.
 Homepage links are provided through a click on the person's alias, email
 links are available by clicking on the email address, and group links are
 available by clicking on the group name.

 The other large section, the 'Groups' section, is a newer addition to the
 page and does not have many groups listed as of yet. Groups that are listed
 have a large group logo next to some brief group information. Listed is the
 group name, members, talents, and a contact email address.

 The maintainer of this page is Ryan Vettese (aka b0b). His email address
 is: b0b@datex.ca

 Webpage URL  : http://www.datex.ca/trax
 Maintainer   : Ryan Vettese (b0b)
 Send email to: b0b@datex.ca

 _____Impulse Tracker Homepage

 This is a page dedicated to Impulse Tracker, a module composition program
 coded by Jeffrey Limm. This tracker was first released in December 1995.
 Its interface is similar to that of Scream Tracker 3.

 This page provides users with a central location from which they can
 download the newest version of the program, download a few Impulse Tracker
 modules, send email to the author of the program, and link to the Impulse
 Tracker module directory on the Hornet Demo archive.

 Also provided on the page is the program's update history and module format
 technical specifications, as included with each release.

 The page is well structured, and is an excellent resource for fans of this
 tracking program.

 Webpage URL  : http://www.citenet.net/noise/it
 Maintainer   : Shawn M.
 Send email to: shawnm@citenet.net

 _____Conclusion

 The information provided on all of these pages is current and generally
 well organized. The maintainers have done a great job with the setup, and
 the content of each page reflects its title.

 The music scene has grown by great numbers because of the power of the
 Internet. Witness the computer music revolution through the eye of your web
 browser.

 GD / Hornet - gd@ftp.cdrom.com


=------------------------------[Intro to 3D Graphics - Volume 04]--[Kiwidog]-=

 _____Introduction

 Hi again! :-)

 Well, it looks like we're done with the beginning 3D info, so it's time to
 take a break for a few weeks and change gears to something that people seem
 to be very interested in.  You know 'em, you love 'em, and you love to hate
 'em....

 Polygon fillers.

 Or perhaps I should call them "shading algorithms"... well, not all of them
 are shading (f.ex. texture mapping), so "polygon fillers" is probably the
 better term.  Anyway, the fillers I'm going to cover over time are ones we
 seem to see quite a bit of these days...

 - Flat/Lambert Shading (today's article! Yippee! :)
 - Gouraud Shading
 - Phong and Interpolated Phong Shading
 - Affine Texture Mapping
 - Perspective Texture Mapping
 - Environment Mapping (better called Reflection Mapping)

 There will be other articles in between all of these; for example, I've
 decided to move up the discussion of BSP trees to the NEXT ARTICLE, #5, up
 from what would have been #10 or so.  This is because you can't do solid
 objects without some kind of face ordering, and the three generic options
 seem to be sorting (painter's algorithm), Z-buffering, and BSP trees.

 Since I hate sorting... I mean _REALLY_ hate sorting, and Z-buffering is
 just a pain in the neck, BSP trees seem to be a pretty important thing to
 discuss early on.  So I'm doing them for the next article.  After that,
 we'll be going up through Phong before I do some other stuff before texture
 mapping. This week's article is going to cover Flat Shading (shading an
 entire poly with one color), and Lambert Shading (same as flat shading, but
 that the one color is chosen by a lightsource).

 Hope you're prepared. :-)

 Before we begin, I've got to point out two things...

 One, the example source for article #3, (i.e. what would be DN3D_3.ZIP).
 After thinking about it, sample source just to demonstrate normals without
 reason is pretty asinine.  It would make more sense to actually have a USE
 for those normals.  As such, I'm going to concentrate the example source
 for both article #3 and this one, #4, into a single supplement, DN3D_3&4.
 This will allow me to actually have a purpose for the normals I explained
 last time, using them for solid objects.

 The second thing is a major thing from the last article...

 _____MAJOR Error In DemoNews 118 Within Article #3

 If you got your copy of DemoNews 118 through the email listserver, or if
 you got it through FTP before around noon EST on 3/6/96, there is a major
 "bug" in my 3D article.  Somehow during the course of assembling the final
 DemoNews, Snowman's text editor screwed up the spacing on the vector
 diagram in the middle of the article.  If your diagram looks like this.....

   P2
     .___ A    P1
         ----.
      \
       \ B
        \
         .
         P3       . P4

 This is INCORRECT, and probably confused you if you're learning this stuff
 for the first time.  The diagram SHOULD be this....

   P2
     .___ A    P1
         ----.
              \
               \ B
                \
       .         \
       P3         . P4

 Again, this was a problem that resulted from the text editing, which I
 didn't see until after DN 118 was out, so it couldn't be prevented.  This
 has happened a couple times in the past with other diagrams as well.  I'll
 try to watch out for them in the future, but I want to apologize for this
 one to any people who got hopelessly confused by that flaw.  The updated
 diagram here should clear things up (resolving where I said the normal
 goes, which point is the center point of the two vectors, etc).

 If you got DemoNews 118 through USENET or through FTP _after_ noon EST on
 3/6/96, you probably have the correct version already, so don't worry about
 it.  Nonetheless, if the info is pertinent, you might want to check to make
 sure. :)

 Okay, now that that's resolved...

 _____Flat Filling - What's Involved?

 Just like everything else, there are many ways to do flat filling.  The two
 methods I see most commonly seem to be...

 1. Dual Edge Fill - Start at the top of your polygon and work downward
 simultaneously along both the left and right edges, changing lines when
 vertices are hit on either side, and stop when both traces hit the final
 vertex.  Fill as you go.

 2. Single Edge Buffered Fill - Draw lines along each edge, not plotting the
 pixels but saving their offsets.  Fill in an edge buffer appropriately.
 After all the sides are processed, use the edge buffer for the fill.

 Note that I just made up the names; if there are actual names for these
 methods then substitute those in there instead. :)

 So which one of these two methods is better?  Well it depends.  I've heard
 from people that the first method is faster (debatable), but that's _IF_
 you get it to work.  The problem with the first method is that there are so
 many conditions (like when vertices are hit along the edge, trying to
 update correctly without loosing track of which side is where, and problems
 with straight horizontal edges), that it becomes a big problem for
 debugging.

 I recall trying that first method when I first wanted to make a poly
 filler. It failed miserably, even after weeks of trying to debug it.
 Nonetheless, if you get it to work, it's reportedly quite fast.  I can't
 confirm this myself, as I abandoned the algorithm.

 The second method, on the other hand, is quite easy to implement, and still
 quite fast from my point of view.  It also has the advantage of working for
 any-number-of-sided polygons, just by pasting in a few more edge traces for
 the new edges; the algo stays the same.  The versatility and ease of coding
 are big advantages for it, and fortunately there are _no_ special
 conditions to worry about, which helps in speed quite a bit...

 As you can probably tell, I'll be covering the second method in this
 article. ;-)

 _____Overview of the Edge Buffered Fill

 The fill basically has two very distinct parts.  The first is the edge
 buffering, and the second is the filler itself.

 You need to set up a memory buffer that has room for two offsets for each Y
 line on the screen (in whatever resolution you use).  The two offsets total
 either 4 bytes for real mode, or 8 bytes for protected mode.  Multiply that
 amount by your Y resolution, and that's your buffer size.

 All we need to do is fill in this buffer with the left and right sides of
 the polygon for each scanline, and then the filler will just start at the
 left and fill to the right for each.  No biggie.

 So how do we fill in this buffer?  Well what we need is a special routine
 that "traces" a given edge and fills in the buffer as it goes along,
 checking each line to see where's it's at to know if the buffer needs to be
 updated.  If the current offset is less than the leftmost offset at the
 current scanline, it replaces the left offset with itself.  The same goes
 for the right offset.... if the current one is greater, it replaces the
 right offset with itself.  This goes on until the edge trace is done. If
 you do this for all the edges of the polygon (3 for triangle, 4 for
 quadrilateral, etc.), you'll have your final buffer for the filler to use.

 Well now we need to make this special edge tracer.  Well where do we begin?
 It turns out we don't need to start from scratch, that much is for sure...
 because most likely you've already made a lot of it.  If you think about
 the fact that edges are straight lines, and they follow in a set path
 moving offset by offset, you'll see that the edge tracer is just a small
 modification to....

 A generic line routine. :-)

 I'm assuming you've all made a line routine by this point.  Whether it's a
 fixed point line or a DDA line (the one that uses an errorterm) doesn't
 matter.  The point is you've got one.  If not, there are other places you
 can get information from; a good algorithm to look up is Bresenham's line
 algorithm.  I can't really cover that in detail here; that would be an
 article in itself, and I'm guessing that very very few of you need that
 info at this point. :)

 So anyway, you've got a line routine.  Well all we need to do is use that
 exact same routine, with a few modifications...

 - Replace the part (or line of code) where the pixel is drawn to a section
   that checks the current offset against the left/right offsets of the
   current Y line and updates if necessary.
 - When the Y changes (in the major for Y-biased lines (abs(slope) > 1) and
   in the minor for X-biased lines (abs(slope) < 1) ), update the current
   Y line in the buffer so you know which left/right offsets to check
   against.  The first Y will be the Y value from the first point, at the
   start of the line.

 That's all it is! :)  If you do this for all of your edges of your polygon,
 you'll have a buffer that's ready for filling.

 But wait!  What about when we first start the edge tracing?  What do we do
 if there are no offsets to check against?  Are there any "initial" values
 that we need?

 Yup, sure are.  Before each poly fill, you need to refill the buffer with
 initial values.  You can either refill the entire buffer, or as an
 optimization you can just refill the buffer just for the Y lines that the
 previous poly changed.  Either way, you want to guarantee that when a trace
 is the first one to hit a given Y line, it is absolutely certain it WILL be
 the rightmost and WILL be the leftmost offset.  What values to use then?
 Simple... use your maximum value (either FFFFh or FFFFFFFFh) for the
 leftmost offset, and minimum value (0) for the rightmost.  There's not a
 single line that will go down that won't replace those. :)

 Anyway, now you've got this nice filled buffer for your polygon.  Now we
 just gotta fill between the edges.  Simple enough.  For each line that the
 edge traces have filled in, you just start at the left offset, and fill
 (rightoffset-leftoffset) pixels in.  In assembly, this is a simple thing
 to do in a linear screen layout, like Mode 13h (or a blitted linear virtual
 screen)...

 mov edi, leftoffset
 mov ecx, rightoffset
 sub ecx, edi
 mov al, color
 cld
 rep stosb

 You could also divide the length by 4 and use stosd, then fill in the
 remaining bytes after, like so...

 mov edi, leftoffset
 mov ecx, rightoffset
 sub ecx, edi
 mov ebx, ecx
 shr ecx, 2
 mov eax, color  ; assuming color is already prepared to be in all 4 bytes.
 cld
 rep stosd
 mov ecx, ebx
 and ecx, 3
 rep stosd

 Something like that.  There are variations and optimizations all over the
 place, and I'll leave those to you to figure out. :-)

 The only thing left that the filler needs to know is exactly WHICH
 scanlines are the ones that need to be filled, i.e., where's the top and
 bottom of the fill process?  Well you've got several options.  One would be
 to sort your vertices by Y before the fill process begins, and fill from
 the Y of the top one to the Y of the bottom one (this is very very easy for
 polys with low numbers of sides, like triangles).  You can also do a
 tremendously slow method that checks the offset buffer each line for the
 values and ignores the line if both the left is the maximum value and the
 right is the minimum value, like the initialization gave it.  That's
 another option. It's very inefficient unless you have polys with really
 high numbers of sides, but that's extremely rare (and in my opinion kinda
 dumb :) But nonetheless, it's an option.... there are lots of ways to
 accomplish each step.

 And that's it!  Our flat filler is done... pretty simple, eh?  This is one
 of those routines that people seem to think is a lot harder than it
 actually is, until you just get right down to it and code the sucker (note
 that that's with this method... I still believe that first method is damn
 difficult in all honesty... I doubt I'll ever break down and code it that
 way :-)

 Okay, so we can do flat filling.  Well what if we want to lightsource that
 color?  That's when our normals come into play...

 _____Turning Your Flat-filler Into A Lambert-filler

 The whole idea behind lightsourcing a color is pretty simple... find the
 angle between the surface and the lightsource (assumed to be a point
 somewhere), and shade appropriately.  The narrower the angle (closest to
 zero), the more the surface points towards the light and the brighter it
 gets.  The greater the angle (approaching 90 degrees), the more the surface
 gets darker and darker.  Finally, between 90 and 180 degrees, the surface
 is pointing AWAY from the direction of the light and gets a "shadow" color,
 which is either the ambient light color (the minimum) or pure black if
 there's no ambient light (which can create some pretty cool effects
 actually).

 So all we have to figure out is, how do we find the angle between the
 direction of the surface and the lightsource?  Here come our normals...

 We already know from last time that our normal is the direction the surface
 is "pointing" towards.  Well we can find the angle "between" two vectors,
 using that thing we ignored the last time, the Dot Product... recall that
 the Dot Product

 A.B = (Ax * Bx) + (Ay * By) + (Az * Bz)

 Well the cosine of the angle Theta between the two vectors A and B is

                 A.B
 Cos(Theta) = ---------
               |A|*|B|

 where |A| and |B| are the lengths of vectors A and B, respectively.

 Now we know that vector A is going to be our normal, so what's vector B? We
 need some kind of location for the lightsource, and that's what B is for.
 Our normal A is a vector from the origin, so if we make a second vector
 from the origin to the light by "moving" the position of the lightsource
 appropriately to preserve the same angle with the polygon, we'll get the B
 vector that we need.

 Well there's a problem here... in order to move (translate) the lightsource
 to be relative to the origin, we need to know where our relative origin is,
 i.e. what point on the polygon is our theoretical "new" origin?

 The point you use for the relative origin will determine exactly where the
 lightsource vector comes from, and will directly affect the final color.
 Now if you just use one of the vertices, you'll get a major accuracy problem.
 Take a cube for example... if one of the faces of the cube is pointed
 directly at the lightsource, you still won't get the brightest possible
 color if you use a vertex for checking, because even though the FACE is
 pointed right at the light, the normal AT THAT VERTEX is certainly not.
 It's parallel to the direction of the plane, but at a different place, which
 will give a different angle to the light.

 So what point should we use?  Well if we think about it, we want the light
 to be judged by the most average point on the polygon, since that will give
 the best representation of what the color SHOULD be.  What's the most
 average point on the polygon?  Why the center, of course. :)  Just average
 the coordinates of all the vertices on the poly (for each component), and
 the final coordinate should be right in the dead center of your surface.
 This is a new vertex which otherwise is meaningless as far as the model
 goes, but it's perfect to use for lightsourcing. :)

 Note, if this whole lightsourcing section has confused you to death (quite
 likely with the way I talk :) then don't fret... I'll put a PCX diagram in
 the supplement to clarify what I'm talking about in here.

 Now what about that "length" deal?  We need to take the Dot Product of
 A and B, but then we need to divide by the length A * length B in order
 to get our angle cosine.  The thing is, divides aren't cool.

 You might be realizing now why we set our normals to length 1 back in the
 last article.  This is why. :)  If we have both A and B as length 1, we can
 eliminate BOTH the divide AND a multiply and only use the dot product to
 find our cosine! :-)  Now if you look at it, B is still not length 1.... we
 don't have a clue where the lightsource is until we translate, so it's
 probably not going to be length 1.  This means we'd have to do a square
 root calculation and the divide anyway, to get the correct angle.

 It's at this point that you ask, what do I want to do with my lightsource?
 If you plan on keeping it in the same place all the time, then you can
 fudge the lighting a bit by not using surface centers but the _object_
 center (like the center of a cube)... that way, you could have only one
 point checked for distance against the lightsource, and that can be
 precalculated to give the light a vector length of 1 from that point (for
 vector B).  After all, all we really care about in a case like that is the
 light's angle, not its distance.  Then, B would be length 1, and we're all
 happy. :)

 On the other hand, if you'd like moving lightsources, accuracy, and shading
 intensity determined NOT just by angle, but also by how far away the light
 is, then you'll have to put up with the length calculation (one square
 root, three multiplies, one divide).  Now the three multiplies _can_ be
 avoided as they're just square calculations (X^2, Y^2, and Z^2), so if you
 have the memory and know what your maximum ranges are between the
 lightsource and your faces, you can pregenerate a "squares" table for those
 amounts.  If the possible range is too high, you'll take a speed hit of 3
 muls (not too bad in actuality).  The divide is a pain, but there's not
 much we can do about it in this case.  The REAL speed thief here is the
 square root...

 People have been discussing for ages how to do a fast square root.  It's
 one of those things that people are perpetually trying to improve.  I
 haven't kept completely up to date on the newest methods (there was one I
 recently read in a C/C++ magazine on algorithms, but I can't remember the
 method offhand).  So I am only familiar with two ways personally... either
 make a lookup table (unacceptable unless you have a very limited number of
 values, really)... or a certain fixed point square root routine.

 I don't have the room here in the article for DemoNews to explain the
 algorithm for the fixed point square root that I use, but I'll explain it
 in the supplement.  In the meantime, you can still experiment with the same
 principles using conventional floating point (it's slow, but it'll get the
 concepts down), or if you already know a fixed point sqrt(), go ahead and
 use it.  But check the supplement when I release it for an explanation of
 one algorithm. :)

 Okay, so we now have all the components we need, which will give us the
 cosine of the angle between the lightsource wherever it is and the face
 we're trying to shade.  Now you can either do one of two things... you can
 judge the lighting by the cosine ITSELF (1 is brightest, going down towards
 0 gets darker, 0 is the threshold, and 0 to -1 is shadow), or you can make
 an arccos() table and use the angle itself.  The only disadvantage of using
 the cosine alone is shading "falloff", since the cosine decreases more and
 more rapidly as you approach zero.  Personally though, from the results
 that I see just using the cosine itself, it's not such bad falloff that
 it's worth doing an arccos() calculation for (granted, if you think it's
 bad, then feel free to put that last part in). :)

 Once you have your value, if you have a color gradient going from light to
 dark or vise-versa, you can directly match your cosine (or the angle
 itself) to the color, and voila you're done!  Just drop that color into
 your new flat filler, and take 'er away. :-)

 Well I've run WAY over my space limit for this article, so I'm going to
 have to stop here... check out the supplement when I finish it (it will be
 DN3D_3&4.ZIP under ftp.cdrom.com/pub/demos/incoming/code) for source
 demonstrating the normals, flat filler, and lightsource calculations.  I'll
 also cover that fixed point square root that I couldn't fit in here. :)

 Next time, we'll take an in-depth look at BSP trees, since I think they're
 far too cool to put off until later.  And for those of you who already know
 BSP trees, DON'T ignore that article!  I'll be covering a different kind of
 tree generator that I think is more efficient than the typical recursive
 method. :-)

 Until next time...

 Kiwidog / Hornet , Terraformer - kiwidog@vt.edu


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 Your mail will be forwarded to the appropriate individual.


...........................................................End.of.DemoNews.119.