After having released Metaphorm at Revision in April, we decided to work on another 64k demo for the Evoke demo party in August. For Metaphorm I had implemented a new rendering system (per pixel raymarching/spheretracing on the gpu instead of rendering geometry using polygons), which we were now going to use for the second time.

This time I had already implemented about 6 individual effects before we arrived at Evoke. We used our time at the party to put everything together, sync it to the music and add some mandatory overlays.

We’re glad we took a little bit more time than we usually do. The result is more polished than usual, and we even ended up at the 1st place in the 64k competition.

Tech: C++, Direct3D, Pandora software synthesizer, Nerve demo system

Downloads: Undercut (at pouet.net)

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