Since 1998 I've developed about 60 demoscene productions, mostly featuring realtime and procedural graphics, but not only. Making these is how I learnt programing and computer graphics in my early years and many of the articles in this page are directly motivated by these.
Please note that many of the demos presented here come with source code for you to explore (bear in mind that often times the size of the binary was a priority, not architectural elegance, but there might still, maybe there's something to be learnt form it).
You can also download the demos themselves to run them locally on your computer, or you can simply watch the videos. I recommend the former since download times are much faster and the image quality better. Enjoy!
Hoody 4kb procedural image, 2020
4096 bytes executable containing all objects, textures and rendering engine. The image is a big mathematical formula, where objects are SDFs and the scene is raymarched in GLSL.
Realtime rendering of music reactive, glowing cubes, for my VJ night sessions.
Hammer demo, 2011
Realtime and reactive rendering. It was used during a set I performed, but never released as a finished demo.
Elevated 4kb demo, 2009
A 4096 bytes executable. It renders polygons with deferred texturing and lighting. Procedural models, textures and soundtrack. It was a collaboration with TBC, and got 1st position at Breakpoint.
A 4096 bytes executable rendering an image compressed through my own wavelet system and some procedural decoration on top. It was 4th position at TUM 2007 demoparty.
A realtime demo showing analytical ambient occlusion through SDFs (CPU computed), and true motion blur. I never finished it. Music by Khrome.
Luxo 4k 4kb demo, 2007
A 4096 bytes executable showing realtime rendering of a compressed animation and some real synthetized music. It was a collaboration between rgba and Conspiracy.
A 4096 bytes executable showing realtime raymarching of a julia fractal SDF in the GPU. I wrote my own music again for this one. It got 1st position at BCN Party 2007.
A 4096 bytes executable realtime rendering a walking cycle. It implements automatic vertex skinning, mesh compression, mesh smoothing, procedural walk cycle and sound generation. It was 2nd at Assembly 2007.
A 4096 bytes executable rendering in realtime a compressed mesh with dynamic radiosity. It also implements Catmull-Clark subdivision, and my own music track. It was 4th at Breakpoint 2007.
A 4096 bytes executable, implementin realtime raytracing in the GPU of a few conic sections, and my own music track. It was 1st position at BCN Party 2006.
A realtime rendering demo using only GLSL fragment shaders on two triangles. It was the beginning of what would become Shadertoy four years later. Music by Wizard.
Transfiguracion 4kb procedural image, 2005
A procedural image based on SDF raymarching of a fractal (a 4D Julia set). It run on the CPU, but was almost realtime.
Variaciones 4kb procedural image, 2005
A 4096 bytes executable rendering some pointcloud generated form trigonometric iterations. Uses commercial music, by Robert Insfiesta.
195/95/256 64kb demo, 2005
A 64 kilobyte executable demo, featuring realtime rendering, subdivision meshes, procedural textures and animations, and sound synthesis. It got 1st position at Euskal Encounter 2005.
A 64 kilobyte executable showcasing realtime rendering, shaders, sound synthesis, mesh compression, catmul-clark subdivision, and procedural modeling, texturing and animation. It got 1st position at Euskal Encounter 2004.
A procedural image made in 4096 bytes of code and data. It's a Julia set with an orbit trap algorithm for coloring.
Resplandor 4kb procedural image, 2002
A executable computing a procedural image from 4096 byte of code and data. The terrain was rendered by using raymarching of a signed noise field. I implemented some volumetric lighting.
Pixel Coding 256b demo, 2002
A 240 bytes realtime rendering demo for MsDOS. It's a tunnel effect with a procedural texture. It's so small that it can be "coded" in Photoshop by placing colorizing pixels in the right order and saving the picture into an executable file.
A 40 kilobyte executable containing all the code and data needed to play a realtime rendered OpenGL demo (before shaders existed), with some procedural terrain. It got the 1st position at the BCN Party.
Note: I ripped the graphics from another demo! A realtime rendering for MsDos doing software rendering of some effects, and it run on a 486 computer (predecesor to the Pentium computers). Made for my girlfriend. It contains comercial music of Enigma.
Life 64kb demo, 2001
A 64 kilobyte executable for MsDos and Windows, doing some realtime rendering of simple meshes, wich were compressed. I wrote the music for it. It got 1st position at BCN Party 2002 (Barcelona)
A 4096 bytes demo featuring software rendering raytracing of conic sections for single core Pentium computers, with some procedural texturing. It got 1st position at Euskal Party 2001.
A 48 kilobyte executable for MsDos doing some software rendering of funny compressed images and background effects. I made it with my friends, including super coder Geiger, but we never finished it. The fonts were procedural too.
Tfbaas demo, 2000
A realtime rendering demo for MsDos, with software rendering of fractals, zoom effects, tunnels, etc. It features comercial music (Ayla), and stolen textures.
A 64 kilobyte executable featuring realtime software rendering in MsDos, procedural modeling, texturing and animation. It got 2nd position at the Xuntas Party 2000 demoaprty.
A 64 kb demo showing some realtime software rendering for MsDos/Windows, procedural modeling, mesh generation, and procedural textures. It got the 1st position at the Arroutada 7 demoparty.
A 64 kilobyte realtime software rendering demo for MsDos, featuring procedural modeling, textures and animation. It got the 1st position at Euskal Encounter 1999 (Bilbao, Spain)
A 64 kb demo I made for MsDos showing software realtime rendering with a depth-buffer and smooth shading. It crashed half way through, in the big screen in front of a couple thousand people; and got the last position at the Euskal Encounter party.