In this context, the deadline section is referring to being ready for a demo party, possibly as a compo entry, which happens on a specific date, so what would even be an alternative to having a deadline? The writing wasn’t urging the reader to choose whether to use deadlines, it was saying pay attention to the fact that your demo showdown is coming up on a day picked by someone else, so plan accordingly. Right?
Personally I find them paralyzing - so I'll just progress at my own speed - nobody is forcing us to use the timings proposed in the repo.
If I want to tinker or aimlessly play with something,sure,artificial deadlines may not suit me.
But if I want to even remotely accomplish an actual goal,or build something,or even learn something concrete,I positively need a firm and ideally external and enforced deadline - otherwise I'll meander,change scope and direction,redo from scratch,try a different tool / framework / system / method /whatever...and generally never ever finish
Time to deliver is just another constraint, which tends to force all decisions be made quickly and to err on the side of forward progress vs. some theoretically ideal option.
Having participated in a few demo parties back in the 90s, I have a deep appreciation for the scene. But I think we tended to dismiss the negative consequences of sleep deprivation, considering what we know now about the brain and sleep.
Edit:
Also, in terms of deadlines in general, not just the insane 24/48hr demoscene/gamejam style competitions, it can be rather difficult to prioritize a project receives your precious bandwidth on a given day if there's no deadline. It just keeps getting pushed aside by the tasks that do.
For actual deadlines often features get cut to meet them - and said features may return in future versions.
That’s all good and well, but my initial thought is simple. Just remember the title. The author specifically designed this course to teach Demoscene ‘in 14 days’.
If you don’t mind taking longer, then the deadlines don’t apply. But the course is designed to help you do it in this timeframe.
Maybe a bit like schoolwork, what you get out of it is what you're able to put into it.
I've seen A LOT of posts of demoscene here on HN through the years so what does "underground" means in this context? Genuinely curious.
That's the understatement of the year. Check out
- 2nd Reality: at a time when Doom-style graphics were awesome
- 8088MHz: getting 1024 colours out of a CGA adapter (which is made to output 4 colours)
- 1K (or was it 64K?) demos that involve flying over procedurally generated (close to) photorealistic landscapes
The demo scene pushes the brink of what's technically possible. Or just ignores it and goes way beyond what everyone thought possible.
I've been running a node-ytdl-core server alongside it to stream audio from youtube videos, which is my primary issue right now: making something interesting for others seems like it needs to be able to play the audio they want, but most people don't have folders full of mp3's anymore, and both youtube/soundcloud/others and the modern cross-site web security model make it incredibly hard to do something as simple as decode the audio signal the browser is playing.
Regardless, your project looks super cool! Using online radio seems like a neat way to workaround the problem I've been having.
Later chrome started blocking non https content (which most of the stations were streaming like) so I had to remove a lot of cool stations, sadly
Learned a lot of really hard math and parallel GPU concepts that I would not have been able to without the ability to ask experts questions.
https://developer.nvidia.com/gpugems/gpugems/contributors
The Cg book although outdated provides good information about shaders,
https://developer.download.nvidia.com/CgTutorial/cg_tutorial...
*Demo scene
http://janeway.exotica.org.uk/release.php?id=73124
It allowed others to get started creating demos by supplying:
* image
* sampled sound
* scrolling text
Not very advanced by todays standards, but unbeknownst to me at the time, turned out to actually be used by some groups to release their first Amiga demos:
https://www.reddit.com/r/amiga/comments/nd74xf/celebrating_3...
This modern-day equivalent is awesome (and although I haven't been through it in detail, it looks super thorough!).
Thanks for sharing it. It's great to see the demoscene still going strong.
Been watching the scene since 1992 this will be an interesting read.