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THE NEXT LEVEL – WORK IN PROGRESS SHOTS

Posted on September 8, 2019 by evilpaul

Whenever I write a demo, I try to take screenshots of the work as it develops.
There are a couple of reasons for doing this. Firstly, it’s nice to look back
and see the progress. Secondly, sometimes I work myself into a creative dead-end
with a scene and it can be good to look back and get some inspiration from
earlier variations.

I’m trying to figure out how to improve my working methods and the screenshots
things has always worked well for me so, while working on The Next Level, I made
a conscience effort to take more screenshots than normal.

I love looking at other people’s work-in-progress shots. Since I now have a load
of shots of my own demo, I thought it would be good to share some of them with
you.


ENGINE

The engine itself was a development from the one used in 0xAnniversary. That
demo was based around voxels so it only ever had to render cubes. This time I
added model loading and animation:

 * 
 * 

Continue reading →
Posted in atebit, Computers, Demoscene, Development | Leave a comment


THE NEXT LEVEL

Posted on August 8, 2019 by evilpaul

At this year’s Assembly I released my latest Windows demo.



The demo is written in C++ with a healthy dose of DirectX 11 and HLSL. You can
find a link to the binary on Pouet. Keep an eye out on the configuration menu
for the super secret ZX Spectrum rendering mode ;)

Posted in atebit, Computers, Demoscene, Development | Leave a comment


GLITCHY CPU

Posted on July 17, 2019 by evilpaul

Here’s a bit of fun – a virtual CPU that’s so bad that it’s memory keeps getting
corrupted. What’s the point of that? Well.. it’s perfect for glitch art!



So there’s a fictional computer that’s based around a fictional 8 bit CPU that
has:
– 256 bytes of memory (used to store the program code and also doubles as
registers)
– 29 different instructions (including drawing primitives like squares and
circles)
– 2 addressing modes (immediate and indirect)
– 2 hardware (ie: not stored in main memory) registers (PC and SP)

Continue reading →
Posted in Computers, Demoscene, Development | Leave a comment


RETRO DEMOSCENE CODING

Posted on August 12, 2018 by evilpaul

Another year.. another ARTtech seminar at Assembly. This time it’s on ZX
Spectrum demo coding.


Posted in atebit, Computers, Demoscene, Development | Leave a comment


ANT ATTACK TRAINER FOR THE ZX SPECTRUM

Posted on August 13, 2017 by evilpaul

I’ve never written a trainer or a cracktro for a game. Sure, I hacked games for
fun when I was a kid, and I shared these cheats with friends – but I never
packed them up into a trainer or a cracktro. So I decided to write one, and I
decided to go back to my roots and do something retro. First I took one of my
favourite old games (the awesome Ant Attack by Sandy White) and hacked it. Next
I wrote a trainer menu and crafted a delivery method to get the hacks into the
game. Finally (and.. ok.. this is a bit more contemporary) I presented a talk
about it at this year’s Assembly demoparty:



Continue reading →

Posted in atebit, Computers, Demoscene, Development | 5 Comments


AUTHENTICATION AND ENCRYPTION WITH ZEROMQ

Posted on May 2, 2017 by evilpaul

ZeroMQ is great. The ZeroMQ guide is even greater – in fact it’s a great read
even if you don’t plan on using ZeroMQ. But if you try to code something that
isn’t covered in the guide then things can get a bit tricky. Sure, the guide
teaches you how to run on your own but sometimes you can go so far out that
you’re on your own. One of these “things” is authentication and encryption.
ZeroMQ does support both of these out of the box since version 4, but it’s not
in the guide. There are a couple of blog posts about it (exhibits one and two)
but they cover a lot of ground quickly and, more annoyingly for me, they use
CZMQ (a ZeroMQ extension library) and not just plain old ZeroMQ. Google for
examples and.. well.. there’s nothing. And that’s why I’m writing about it now.

Continue reading →

Posted in Computers, Development | 6 Comments


JAVASCRIPT SIMPLE DEMO FRAMEWORK

Posted on May 19, 2016 by evilpaul

I’ve been thinking about “gamejams” lately, and how to change things slightly to
make a “demojam” – a one or two day event where a bunch of people get together
and make demos. One of the big problems I noticed when I ran gamejams in the
past was that people often have no real idea of what they can actually
achieve in such a short space of time. We would have people who worked at
gamedev studios come along and spend the first half of the jam writing an engine
before the realisation hit them that they were never going to get a game done.
So.. no.. don’t do that. You need to hit the floor running. And if you want to
work in a team then you can’t expect the other members to sit there twiddling
their thumbs while you write the perfect render pipeline or asset system. You
have to arrive at the jam with something that you can start creating content in
from the moment you come up with your first idea.

Creating a demo engine that is suitable for a demojam is actually pretty simple
if you make a few assumptions and cut a few corners. These days you can go a
long way with some full screen shaders, post processing effects and maybe a few
image overlays. That doesn’t even sound like an engine, more like a framework.
So what if you could get such a demo framework? What would be the most
accessible platform for it? How about somewhere with lots of readily available,
high quality dev tools and libraries that can run pretty much anywhere? Well,
now that WebGL has matured and anyone who’s programmed anything can pick up and
learn JavaScript as they go along – how about making it web based? Enter Simple
Demo Framework.
Continue reading →

Posted in Computers, Demoscene, Development | Leave a comment


FINGERS OF DOOM – ANOTHER PETSCII PIECE

Posted on March 15, 2016 by evilpaul

Ok.. so here’s something that I completely forgot about – Fingers of Doom! It’s
another online PETSCII animation in colaboration with Raquel Meyers. Music this
time from Dan Brännvall and my JavaScript animation player was based on the C64
code from Johan Kotlinski.


Continue reading →

Posted in Computers, Demoscene, Music | Leave a comment


TEN YEARS, TWO DEMOS, ONE DEMOPARTY

Posted on August 24, 2015 by evilpaul

At the recent Sundown demoparty I released two new Ate Bit demos – one for PC
and one for ZX Spectrum.


0XANNIVERSARY

First up is the PC demo, 0xAnniversary. The title is a pun on the the
hexadecimal code for the number 10, which can be written as 0xa, and the fact
that this year marks the 10 year anniversary of Ate Bit. To make it even more
poignant, our first demo was released 10 years ago at the first ever Sundown.



0xAnniversary was written fairly quickly over a period of about five weeks. The
demo was written mainly from scratch but borrowed a few key bits of code (mostly
texture and shader loading) from AteBitVJ. Music is by 4mat.

Continue reading →

Posted in atebit, Computers, Demoscene | Leave a comment


OMEGA BALLS – REALTIME GRAPHICS SHOT BREAKDOWN

Posted on April 13, 2015 by evilpaul

Here’s a realtime audio-visual experiment that I made recently. It’s a bunch of
glowing balls, synced to the majesty of 4Mat’s track, “Omega”.



A few people have asked me how I made it. The short answer is that the video was
rendered in real-time in my AteBitVJ app and captured using Fraps. I thought I’d
take things a bit further and explain how the scene is constructed by doing a
shot breakdown on a layer by layer basis.
Continue reading →

Posted in Computers, Demoscene, Development, Music | Leave a comment
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