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#1 |
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Junior Member
Join Date: Mar 2006
Location: Toronto, Canada
Posts: 47
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New Visualizer
New Visualizer released. In case you got heavy videocard nVidia 7800GT and higher or ATI 1800 and higher check it out at http://www.exsotron.com/
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#2 |
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Forum King
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Since it doesn't mention scripting or customisation anywhere I am not even going to download this. Sorry. I'm waiting for (slowly contributing to) fridge still.
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#3 | |
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Junior Member
Join Date: Mar 2006
Location: Toronto, Canada
Posts: 47
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#4 |
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Forum King
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people mostly use AVS because it either:
a) comes with winamp b) is programmable almost everyone who comes in here wants a hardware accelerated version of what AVS does. quite a few people i know (myself included) only use winamp because it comes with avs, because avs is scriptable. if you did add scripting it would set your visualiser above the rest, plus with a community of artists making presets for it you wouldn't have to bother updating the visuals yourself. if you do decide on making it scriptable i will warn you that finding a suitable scripting language will be ... er... fun ![]() sorry to write your vis off so quickly, but i just have little interest in visualisers that aren't programmable in some way EDIT: btw, you should try to make the graphics features scale down onto lower end cards. it might also make it more popular. |
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#5 |
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Major Dude
Join Date: Oct 2002
Location: The United Kingdom of Great Britain and Northern Ireland
Posts: 1,374
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totally agree with Jheriko
http://PAK-9.deviantart.com ...innit |
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#6 | ||||||
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Junior Member
Join Date: Mar 2006
Location: Toronto, Canada
Posts: 47
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#7 |
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Fοrum King (AVS Reviewer)
Join Date: Aug 2002
Location: The Netherlands
Posts: 3,785
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I think you're aiming at a complete different audience then.
For AVS, we would love that every user is able to use it and enjoy it without much hassle. Noone wants to upgrade their hardware first just to see "some swirly images", as most people refer to visuals anyway. Audio visualizations aren't a reason to upgrade your PC unless someone's *really* into it of course. But as you said yourself, you're not too certain about your product yet. (which also raises the question for me why you're asking money for something that's possibly inferior to free software but that's something else) Why are you so afraid of people making presets for it by the way? You're really making it hard for yourself to make this a popular product. I understand that you're proud of what you made, but if you want this to get an audience bigger than just you, at least equip it with some wings before you send it flying over the internet, even if that would be a free, stripped version. (I guess that's what you're aiming for? a free and a (paid) full version?) edit, PS: in no way are we trying to scare you off.. We just tend to be really constructive in here. Some people find that offensive, but that really isn't our goal, we're just thinking with you
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#8 | |
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Major Dude
Join Date: Jan 2005
Location: I was hoping you could tell me
Posts: 1,350
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Which reminds me, how's that coming along? Tell me about it. |
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#9 | |
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Member
Join Date: Oct 2006
Posts: 55
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Re: New Visualizer
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i have only 6600gt |
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#10 | |
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Junior Member
Join Date: Mar 2006
Location: Toronto, Canada
Posts: 47
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Re: Re: New Visualizer
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#11 | |||||
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Junior Member
Join Date: Mar 2006
Location: Toronto, Canada
Posts: 47
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#12 | |
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Member
Join Date: Oct 2006
Posts: 55
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Re: Re: Re: New Visualizer
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#13 |
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Fοrum King (AVS Reviewer)
Join Date: Aug 2002
Location: The Netherlands
Posts: 3,785
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I thought that by "And if I got 100 authors that'll be a nightmare." you meant people that made presets.
When you wrote about the not being sure about scripting, I thought you meant using/modifying the visualizer in general. That's why I thought you were incertain. forget about that then. Keep up the good work then and make something beautiful. |
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#14 | |
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Junior Member
Join Date: Mar 2006
Location: Toronto, Canada
Posts: 47
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#15 |
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Forum King
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What is this R4? Sounds like it might be good.
Also you using other artists work doesn't mean you have to pay them. It depends on how you manage it. Also, what features do you use exactly that stop this from being scalable? Looking at the screenshots (I know screenshots aren't great) it looks like a load of stuff you could render without any fancy pixel shader loops and branches. I am also curious, which functionality of the GeForce 7800 series do you use that isn't on the 6800 or earlier models? IIRC the difference is nothing in terms of extensions and shader model etc.. there is just some extra UltraShadow API or something. Is it just a guideline for speed? |
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#17 | |||
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Junior Member
Join Date: Mar 2006
Location: Toronto, Canada
Posts: 47
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http://www.exsotron.com/exs_pics/vis_1/0135.JPG along with lighting and bump-mapping. Just keep in mind that it is all real time and moving (no static stuff in there) and high resolution. When you do we would have something to discuss. Quote:
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#18 |
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Forum King
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I will check out R4 when I get home, but it doesn't look very programmable.
The geometry is very nice and the lighting looks reasonably nice, but there is nothing in this image that can't be done using PS2.0 and a lower specification card in a lower resolution with a less detailed model. I'm probably going to download your plugin when I get home after all this discussion just to see how good it is when moving. Bump-mapping and lighting don't make things slow. Accessing large textures and rendering with a high polycount is more of an issue normally, especially on lower end cards like GeForce FX. I understand that its annoying to make stuff scale nicely, I'm always trying to do it and its time consuming and takes the fun out of the code (not that I've finished anything big yet). There are somethings which are quite easy to do on PS3 compared to 2, such as omni-directional shadow mapping. (I've never been able to make it look good on GeForce FX) The reason to make things scalable though is that it opens up your software to a larger chunk of the market since, for instance, home users do not have high-end PS3.0 cards as a rule. Anyway, you remind me that I must take the time to sit down and write a proper demo. If my guesses are right and you are using some light with normal mapping, specularity and some kind of parallax effect (there is a nasty patchy aliasy border around your model that I can't explain any other way) in which case its nothing I haven't done before on other models in different contexts both hardware and software, real-time or not. Also nothing I can't derive from first principles. So there is no good reason other than sheer lazyness (maybe lack of time from full time work but..) that I can't copy paste my existing code and throw together a demo. EDIT: didnt realise how long that was! Also, I don't expect you to make it programmable. Its a whole order of magnitude more complexity to add. You would be surprised how much you can get away with (and not even notice problems with) when you limit yourself to high-end hardware and non-programmable content. That goes for all software in my experience. Fast CPUs/GPUs let programmers get away with all sorts of evil. BTW, my current project (woefully unfinished) game engine runs fine on any windows NT (3.51,2000,XP,2k3) machine with an OpenGL 1.2 compliant graphics card. Doesn't render anything amazing like yours though, just a boring console and a programmable UI. |
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#19 | ||||
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Junior Member
Join Date: Mar 2006
Location: Toronto, Canada
Posts: 47
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[QUOTE] The reason to make things scalable though is that it opens up your software to a larger chunk of the market since, for instance, home users do not have high-end PS3.0 cards as a rule. [QUOTE] These cards are produced in quantity of millions now. |
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#20 | ||
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Junior Member
Join Date: Mar 2006
Location: Toronto, Canada
Posts: 47
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#21 | ||
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Forum King
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Also I'm not doubting your scripting language, evallib already exists and compiles to reasonably fast code (no MMX, SSEn instructions...) in memory. All I'm saying is that there is a world of difference between rendering something to the screen without allowing it to be programmable and allowing it to be programmable. As mentioned above optimisation becomes much more difficult since your program knows much less 'ahead of time'. More importantly though is that rather than creating single instances of some object and using them you have to write code that manages multiple instances, creating, destroying, rendering from them (inheritence is nice here) etc... which isn't difficult, but its time consuming. You need to scan directories to look for files, create and maintain lists/trees in memory etc... None of this is necessary or even desireable for a stand alone plugin with fixed options. A simple example of this is texturing. With hard coded scenes there is no reason to give any general mechanism to link together the various components of textures, you can just assign which ever one to which ever texture unit you like, and then use them as you like within shader code. Its faster and easier to write this way, at least it is how I would do it for a stand-alone demo. Its also very little work to add specific optimisations for a specific texture. In a more general model though it is preferable to have some kind of script which defines the texture components, blend modes, which shader it needs to be rendered with etc... this means having to find all of these files out of a directory, parse them and store the data in some structure for fast and easy access, you also have to write more generic rendering code so that a texture appears on the screen. For all of this to be useful there needs to be some kind of UI for selecting a texture file and some mechanism for applying it to an object. Then there is allowing custom shaders for textures and working out which texture will end up in which unit etc.. This all boils down to needing some base class (without OO function pointers or whatever) for any component (triangle render, line render, spectrum, moving particle etc..) using textures. The bottom line is that you usually end up with a much bigger 'mess' of dynamic allocation, inheritance and data structures that you would need in a non programmable vis. If we decide to make it scalable as well it becomes even messier since many routines will need to be written multiple times for different targets to allow the program to exploit the better features of newer hardware. Ideally you would end up with something like the Quake 3 .shader or Doom 3 engine .mtr files. You can of course do all the above with a static renderer and get benefits and since I haven't seen yours yet I can't comment on it specifically. Quote:
code: Sorry if I have offended you btw, I seem to do that easily without realising when I get overzealous about stuff. |
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#22 |
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Forum King
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Sorry: mashed quote instead of edit...
EDIT: About polygons and creating the geometry in a pixel shader. Out of interest, does it raytrace per-pixel? |
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#23 |
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Forum King
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Just checked out your vis. It seems that all of the presets do the same thing but with different textures to me... I prefer the light mode a lot, the other mode is way too busy and the colours make it plain ugly some of the time. Also in light mode you can see the differences between presets more clearly. I'm also slightly shocked to see it so flat and 2d, I was expecting 3d and awesome lighting. TBH this looks like an incredible waste of resources.
AA would be nice btw, it looks very jaggy here. Also checked out r4, it seems quite nice and very powerful but it lacks the key feature that makes AVS, which is allowing the bulk of the programming to be done through a drag and drop interface. although r4's language is nearer to c than evallib, which is nice. the r4 ui is also terrible, they wasted right click by having it do nothing I am probably going to play with it still.. but yeah.Relying on the sound card settings is quite annoying too. If the user can configure it then so can the software, enumerating windows and sending keyboard events is useful. |
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#24 | |
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Junior Member
Join Date: Mar 2006
Location: Toronto, Canada
Posts: 47
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#25 | |
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Forum King
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Learn to read and learn some terminology whilst you are at it. Then you might understand the sentence of mine that you quoted and mis-interpreted. |
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#26 | |
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Junior Member
Join Date: Mar 2006
Location: Toronto, Canada
Posts: 47
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#28 | |
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Junior Member
Join Date: Mar 2006
Location: Toronto, Canada
Posts: 47
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#29 |
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Major Dude
Join Date: Oct 2002
Location: The United Kingdom of Great Britain and Northern Ireland
Posts: 1,374
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A few points:
1) You are posting in the AVS forums; this forum is essentially dedicated to discussing preset editing. I appreciate that you just wanted to post about a visualisation in a place where you thought people would be interested, but you have to appreciate that everyone here is interested in scriptable, easily modifyable visualisations (and we put up with a huge amount of failings in AVS for it) so the reception is unlikely to be highly enthusiastic. 2) Just because they make millions of high end graphics cards doesnt mean everyone has them. If you take a straw poll I think you will find a small minority of people actually own cards that new. I also agree with J that there is nothing in your vis that seems to require such a high end card, and if there is, it should be scalable. Its not good enough to just say "I want them to be seen as I made them" because you're basically saying "fuck the end user, you either watch it like this or you dont watch it at all". If you want people to watch your vis try to appeal to the biggest possible market. I dont mean to dump on your efforts, it all looks very nice, but as I have said we are more about making visualisations here than watching them. http://PAK-9.deviantart.com ...innit |
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#30 | |||||
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Junior Member
Join Date: Mar 2006
Location: Toronto, Canada
Posts: 47
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PS. You can grab new version from website. This one optimized more and "light" mode should run on lower cards. Still requires shader model 3 support |
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#31 | ||||
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Major Dude
Join Date: Oct 2002
Location: The United Kingdom of Great Britain and Northern Ireland
Posts: 1,374
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http://PAK-9.deviantart.com ...innit |
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#32 | ||||
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Junior Member
Join Date: Mar 2006
Location: Toronto, Canada
Posts: 47
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Anyways in a year or two all that gfx power that I require now would be just a starting point.
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#33 | ||
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Major Dude
Join Date: Oct 2002
Location: The United Kingdom of Great Britain and Northern Ireland
Posts: 1,374
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Anyway, enough discussion. As with AVS, if you enjoyed making it, thats all that matters. http://PAK-9.deviantart.com ...innit |
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#34 | |||
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Junior Member
Join Date: Mar 2006
Location: Toronto, Canada
Posts: 47
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#35 | |
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Forum King
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#36 |
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Forum King
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i don't see why the discussion is running so hot here. avs is fun, but the interest in it certainly went down a lot in recent years. media-players like itunes and even wmp have overtaken winamp long ago. it's sad, but it's a fact. for me it's only natural that a good visualization software has higher hardware requirements. the competition is high and that's good. a lot of people just buy latest graphic cards to run the latest quake or unreal, a lot of people enjoy special-fx in hollywood movies. of course technology is not all, it takes creativity also. for avs there are a lot of crap presets, that look very alike. even these are quite popular within winamp users. in avs there are also some extremely skilled preset makers, that hardly get the deserved attention. because people prefer to look at hires visualizations, even if the creativity in the presets might be lower than some high-end avs. the opening of the avs source came years too late, and now nobody is interested in adding some new features (only simple options have been added so far) or even optimizing the code. hell, i don't know what i'm even talking to, i just think that both plugins talked about here have their founded legitimity to exist. would be nice to see that skilled work together, rather than just calling the others development worse. it's not easy to get together.
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#37 |
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Major Dude
Join Date: Oct 2002
Location: The United Kingdom of Great Britain and Northern Ireland
Posts: 1,374
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Its getting a bit off topic but I think the music visualisation (home) market basically doesn't exist. I remember when I first saw geiss thinking it was seriously shit hot, but even then I probably spent less than an hour in total ever sitting and watching it. Music visualisation is such a background entity that I imagine people are unwilling to pay for it, I know I certainly wouldn't.
As I have mentioned earlier in the thread the sole reason AVS has a community is the customisability of it. Milkdrop is customisable to a lesser extend and it has a proportionally smaller community. You could argue that the biggest music vis community is the demo community where the visualisations are entirely bespoke and innovation is cherished. Naturally community size is not a direct measure of how 'good' a visualisation is, but it arguably reflects popularity and mass appeal of that type of visualisation. Given those metrics, AVS fares well in comparison with other 'better', closed source visualisations. I would go as far as to say the ONLY reason I use AVS is because I enjoy making presets. I enjoy watching other peoples presets as well, but most of the reason I enjoy looking at them is because they are often presenting something I have not seen AVS produce before, thus inspiring me further. AVS is a toy to me, and I think the home market for a dynamic visual toy that responds to music is bigger than the home visualisation market can ever be. http://PAK-9.deviantart.com ...innit |
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#38 | |
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Junior Member
Join Date: Mar 2006
Location: Toronto, Canada
Posts: 47
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#39 |
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Major Dude
Join Date: Oct 2002
Location: The United Kingdom of Great Britain and Northern Ireland
Posts: 1,374
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It saddens me that people are actually suckers enough to buy such a breathtakingly unspectacular vis program. Whitecap from the same company is actually a superior vis because of its scripting system which was pretty good I used to think. I doubt they make much money selling visualisations like that (not that I would really know) however all that really proves to me is that there are a lot of really stupid people out there willing to pay for things that are inferior to things they can get for free.
Behold the testimonials: "I have spent the last few hours getting acquainted with G-Force, and I must say that for the money this is a real bargain. If my math is correct, there are over 10 million different combinations as I figure, which makes this the most worthwhile investment I have ever seen for a computer. GO G-FORCE!..." - Bernard P. Thats only $0.000003 per combination folks!!1 Somebody buy this guy a fractal generator for christmas so he can cream his pants. http://PAK-9.deviantart.com ...innit |
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#40 | |
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Forum King
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As for the discussion running hot? I'm just bitter because nobody has done very much about Fridge and I don't have the time to spend writing much for it... makes me wish I hadn't wasted so much time when I wasn't working... Whats more is that kostyap has a bad attitude, rather than giving nice thought out replies he has snapped out irrelevant and arrogant comments without reading the post before properly (or at all) and without much correct terminology or knowledge. There has been little or no explanation or justification, mostly just rude comments. |
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