Seminars

8 talks and workshops

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Talks

How to scene for beginners thumbnail

How to scene for beginners

Lambdacore

Friday, 2026-04-03 17:00 CEST

Introduction to Revision for newcomers. An opportunity to clear up those things you were too afraid to ask. Incl. short presentation about the intranet, entry submission, party information, useful scene resources in general. Newcomer mentors will introduce themselves and be available for Q&A. Note that this seminar is not intended to be a full-fledged scene history session. The slides for this seminar can be downloaded here.

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ozempic for demosceners thumbnail

ozempic for demosceners

FRaNKy/RBBS

Friday, 2026-04-03 18:00 CEST

Where Pounds Off has been a success all these years ago, the effects have slowly vanished and the Pounds are now back On after a few years of low movement lockdown and life in general. However science and technology now does this for you! Or that is at least what the marketing department wants you to believe! Are all these magic pills and injections actually doing something and how will they influence your demoscene life? Will those old party T-Shirts fit again? Can you resemble your old self again as you were on that Mekka/Symposium group picture? Can you still enjoy the annual German currywurst? Come and find out!

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Doing Rasterisation the Oldskool Way thumbnail

Doing Rasterisation the Oldskool Way

Qubix/Architects

Friday, 2026-04-03 22:00 CEST

As a continuation of last year’s seminar on the fundamentals of 3D geometry engines, this year’s seminar explores the next step in the rendering pipeline: rasterization. Starting with the classic Bresenham step algorithms, which are ideally suited for implementation with integers, the seminar highlights the typical requirements that arise when drawing a 3D scene on a raster screen. These include considering viewport boundaries, polygon fill algorithms that directly utilize geometric information, and an explanation of why curved surfaces are typically triangulated for rendering. The presented polygon fill algorithms cover the spectrum from flat shading and Gouraud shading (using lighting models) up to the holy grail of the pre-GPU era: perspective-correct texture mapping. The language of choice is C, and the presented implementations run on both 8-bit computers and modern PCs.

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Making of "1k LEDs Is No Limit" thumbnail

Making of "1k LEDs Is No Limit"

SvOlli

Saturday, 2026-04-04 13:00 CEST

In October 2025 the demo “1k LEDs Is No Limit” won first place on Deadline in the wild category running on a self-built 65C02 based system driving a 32x32 Pixel WS2812 LEDs display. This was a result of investing several months of “inventing” the hardware and a seven weeks crunch on writing the demo itself for the hardware. Let me take you on a tour on explaining both sides: the development of the hardware and the software for the demo itself. Should be fun. Building and coding was. Link to the demo containing the recoding from Deadline: https://xayax.net/1k_leds_is_no_limit/

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Demoscene launcher for the FPGA based platform Replay 2 thumbnail

Demoscene launcher for the FPGA based platform Replay 2

Daniel Collin (emoon / TBL^TTE)

Saturday, 2026-04-04 14:00 CEST

Watching demos, graphics compo entries, or listening to tracked music on original hardware can be a bit annoying to set up. Find something on Pouet or Demozoo, download it, extract, maybe build a floppy image, boot the right machine.Now do that for an entire compo. The Replay 2 is an FPGA board with a built-in frontend. Part of that frontend is a demoscene browser and launcher built on top of the Demozoo database. Pick a production, it downloads and launches it. Covers 323,000+ entries across Amiga, C64, and many platforms up to the N64/PS1 era. The talk covers the Replay 2 hardware, how the UI renders at 60fps on bare ARM cores without a GPU, and the pipeline that turns a Demozoo download link into a running demo. That pipeline is where most of the trouble lives: archives nested three deep, flaky download links that need automatic fallbacks, and multi-disk demos that expect you to physically swap floppies. Live demo included.

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All Aboard the Digital Omnibus! thumbnail

All Aboard the Digital Omnibus!

netpoet

Saturday, 2026-04-04 15:00 CEST

Buckle up — the EU’s next big legislative ride is about to depart. With the Digital Omnibus Regulation, Brussels is packing a whole fleet of updates into one massive legal vehicle, reshaping everything from consumer rights to platform obligations. In this session, we’ll make two stops of special interest: the GDPR — finally getting the overdue update — and the AI Act. We’ll explore what’s set to change, why it’s been a long time coming, and what this overhaul might mean for those pesky cookie banners we all love to hate.

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Lightning Talks - PC Intro coding thumbnail

Lightning Talks - PC Intro coding

LLB/Ctrl-Alt-Test, gopher/Alcatraz, Zavie/Ctrl-Alt-Test, Theron, pro/Nuance, klos/k2

Saturday, 2026-04-04 16:00 CEST

A technical overview of modern PC intro development. This year’s lightning talks features members of Alcatraz, Ctrl-Alt-Test, Mercury, Nuance, and k2 sharing specific techniques used in their productions. Topics include: techniques for improving demoscene tooling handling shader complexity creative principles for executable graphics working with polygon meshes in 4KB eliminating common artifacts in sphere tracing

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Sample Preparation for Protracker thumbnail

Sample Preparation for Protracker

teo/focus design ^ pattern syndicate ^ rebels

Sunday, 2026-04-05 11:00 CEST

Teo is about to host a highly educational session on how to prepare samples for your favourite Amiga Tracker — because apparently “just rip it from some MOD you found on Aminet” is no longer considered best practice. Expect: questionable wisdom strong opinions about 8-bit headroom at least one heated debate about whether that loop really clicks or if you’re just imagining it. Bring your Amiga spirit, your worst samples, and your best excuses. This is the seminar your future modules will thank you for.

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