It has evolved from a simple parametric-based animation (thanks to Arkanoid for the sprites!) to a full 3D-powered demo with modern graphics and fancy musics. Even though there was a bug in the 3D calculation (the shapes should never have collapsed onto themselves), people loved the demo.
In less than 2 weeks, the first version spread quickly from Dijon to Cupertino, where the Green Software Engineering team reviewed it. Unfortunately, due to a glitch in a low level drive command, it was incompatible with the upcoming ROM03 Motherboard which Apple was about to release. Through their Switzerland office, Apple sent us a prototype of the ROM03 motherboard to make it work in time for the upcoming AppleFest in San Francisco, where then VP Jean-Louis Gassée used it during his talk.
The rest is history ;)
Eventually, Nucleus was later customized to serve as an advertisment for the SPIT company (unfortunately, no copy could be retrieved)
]]>After having written Nucleus during the summer, the FTA team gathered again the next month (just before going back to college) to create a new program that would be a mix between Speedysmith (for the copying features) and Nucleus (for the fancy graphics) : this is how Photonix started!
Thanks to the speed of the copy, its large set of features (it was often used by Mac users to quickly format disks for example), and its appealing interface, it became
a very successful shareware program, and we were very pleased to receive (snail) mails from people around the world from persons liking our work and asking us to "keep up the good work" :
: it was then that we learnt how popular that expression was!
A commercial version of Photonix was later developed (Photonix II) and sold by Toolbox, before finishing its life as an abandonware.
15 years later, Photonix was recently brought to life as a prior-artifact in an anti-virus patent infrigment lawsuit : good programs never die!
]]>This is how Moduale was created by reuniting all those routines into a nice package : its 3D content was outstanding at that time, and it was the most polished program we ever produced.
]]>This is how the XMas demo was built, even though the technical exploits slightly outgrow the demo content : it was the first demo with music-enabled loading routines, overscan scrolls, and more important entirely coded in Geneva!
]]>Even if it looks like a simple demo (as there's just one part), the Delta Demo contained some highly tuned code.
* First, for the first time on the IIGS, a MOD based music (thanks Moby!) that would go beyond the 64KB limit of the Ensoniq.
Those routines were later exposed in the NoiseTracker suite
*Second, a multi-threading simulator (!) : all the display was performed during the VBL interrupt, while the main processor
was creating the code to display the next object. Once the code was ready, then it was being used by the VBL interrupt, while the main processor works off the next object.
Quite fancy at that time, and this is what has allowed us to create 3D wireframe based real-time (or so) animation at 50hz per second on a 2.8Mhz processor!
After having delivered so many products in 2 years, it was time for the team to move onto something else, but this version was a nice goodbye gift.
For the record, it was called the Delta demo to honour an Amiga Demo Maker who used to create everything himself : code, art & music! ]]>