4th March 2004 14:26 UTC
fractal bitmaps
Been playing with fractal bitmaps in avs........... check it out. whatcha think??????
Archive: fractal bitmaps
Chapster
4th March 2004 14:26 UTC
fractal bitmaps
Been playing with fractal bitmaps in avs........... check it out. whatcha think??????
Shock Value
4th March 2004 23:13 UTC
My five-minute remix.
Chapster
4th March 2004 23:48 UTC
Nice and golden
Nice remix. I'm new to this whole AVS thingy. Here is a mini-pack. Again, fractal bitmaps. They will have to do till I learn da math.
[Ishan]
12th March 2004 09:44 UTC
[ignore]please post in the sub forum[/ignore]
Yathosho
12th March 2004 15:29 UTC
nice stuff. i like blackhole a lot, you should submit your stuff to devart.
[Ishan]
12th March 2004 15:34 UTC
umm... they're nice but not exactly of my taste :rolleyes:
Chapster
13th March 2004 17:31 UTC
Sorry about posting in the wrong place (what kind of bee can't fly............ nubee :rolleyes: ) thanks for the comments,but those presets were really bad. Those were what happened 15 min. after I discovered AVS . :D Got a few that are about 1000% better. I'll zip em' up and post em' :up:
Chapster
13th March 2004 21:23 UTC
These are alot better. I still need to do some work on the colors and movement.(suggestions) "Windows" are the first presets I coded myself. They seem to run a little slow. Any suggestions on how to speed them up?:confused:
jheriko
16th March 2004 13:59 UTC
Go read the Tips and Tricks thread.
D12
10th April 2004 08:21 UTC
Nice AVS publish it in winamp.
I think staff will give it 4 stars.
Synth-C
10th April 2004 12:10 UTC
They're okay for first presets, but 4 stars is way over the top, D12
Mr_Nudge
17th April 2004 06:11 UTC
My friend's currently working on a program to convert bitmaps to superscope code. just though you guys migth be interested...
TomyLobo
17th April 2004 06:29 UTC
hehe i wrote such a program just an hour ago... it generates code that puts 1 pixel in 1 gmegabuf entry.
problem is: the resulting code is way too big for a SSC. and i cant make it smaller, too :( about 86x43 would work if you split the assign()s over the 4 boxes of a SSC
this is why this project is frozen for now
it uses silghtly modified .PPM files as input (just kill the format infos in the header :) )
oh and if you just want to map a texture on a superscope and really dont care about FPS :) , try my APE
i used/posted it here
you'll need
green=texturex/2+.5;
blue=texturey/2+.5;
Fork me on GitHub