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Lab · Experiment 01

Space Travel


Fifteen scenes, one journey, zero art assets. A five-minute real-time demo in the tradition of the Amiga and PC demos of the late '80s and '90s, where every pixel and every note is computed while it plays.

  • 15scenes
  • ~5 minloop, cut to the music
  • 0textures, models or samples
  • 1laptop iGPU target

Video

The journey

Fifteen scenes

It opens like a 1990 cracktro, then leaves the screen behind for stars, nebulae, hyperspace, a canyon run, a fleet, a supernova, a wormhole and the black hole at the heart of another galaxy. Each scene has its own interactive explainer.

01

Intro

Chrome logo, copper bars and a sine scroller, in one fragment shader.

04

Warp

The jump to hyperspace.

05

Giant star

A boiling stellar surface with corona and flames.

07

Ringed giant

A gas giant and its rings, casting shadows on each other.

11

Supernova

A red giant collapses and explodes.

12

Wormhole

Through the throat to another sky.

13

Galaxy

A spiral galaxy built from millions of points.

14

Black hole

An accretion disc bent around the event horizon.

15

End credits

Vector balls morphing on the beat, Amiga style.

Under the hood

Every frame is a function of time

No scene keeps state from one frame to the next. Anything that moves (a ship on its path, a star in its orbit, a camera rolling into hyperspace) is computed from the current time. That single rule makes the whole demo scrubbable: it can be paused, rewound, looped on one scene or captured at any beat.

There's nothing on disk but code: rock and ship meshes are generated at start-up, noise volumes are built by a compute shader, the font is drawn in code and the soundtrack is a ProTracker module synthesized in memory. At load time the module is played once, silently, to record the exact time of every note, so each scene can pulse, flash and flare on the kick and the snare.

  1. Clock & timeline

    A seekable demo clock drives everything. The music follows it. A hot-reloaded text file lists scenes, lengths in beats, transitions and parameters.

  2. Scenes

    Each renders linear HDR into its own target: ray marching, meshes, particles.

  3. Transitions

    One shader per effect: crossfade, flash, wipe, dissolve, glitch.

  4. Post

    Bloom, chromatic aberration, exposure, ACES tone mapping, vignette, film grain.

Take it apart

Explainers & art book

Made by AI16 pages · WebGL2

Interactive explainers

Every page runs the scene's real shaders live in your browser, then explains the ideas behind them one at a time, with small figures you can play with. It ends with step-by-step pseudo-code and the actual GLSL and C++. Needs a browser with WebGL2.

How it started

One prompt, three AIs

Space Travel began as a test: the same prompt given to Claude, Gemini and ChatGPT. This is the Claude version, taken much further. See all three demos and my notes on each model.

Compare the three demos →

Credits

Who made it

Direction & design
BlackLizard
Code
Claude (AI)
Music
A tracker tune generated in code
Language & API
C++20 · OpenGL 4.6 core · GLSL
Libraries
SDL3 · libopenmpt · Dear ImGui · glm · glad · stb
Target
A laptop with an AMD Radeon 880M integrated GPU

Greetings to all Amiga and PC demosceners, past and present. See you in hyperspace.

Made by AI