пмм мў п пм олллмм ммлл он ммВппллллпў ўўплллл мпл мпп лллл п м п лллл ммппмВА м п лллл пўмм ммў пплллм лллл ммппммпп ў мп лллл Вллмм п плллл плллм лллл пммпп он лллл Аллллплмм ллллн плллм ВллВмпп п м лллл олллн ппВмм олллл плллмпллп п м лллл лллл пплмлллл пллллн пўм лллл мммллллллм ў ў ппВВлм лмллллм пмллллмлллВВппп пппммм лллВ плллм олллллпп пплл плллм мпВпп пў плллм ммў ўммпллВ iks ммпп ппллл ttn п пў м м LNX Presents ====> Retroaction Redux <==== a demo released at ====> Evoke 2026 <==== Credits ======= Lycan : Direction, graphics Nnorm : Code (Postprocessing) Xtrium : Code (Engine), music, graphics Release notes ============= xtrium on the keys. Whew, what a ride ! I started my journey with Vulkan just two years ago, when I was asked to teach it to my students - Angar0s can tell you the first months were hectic as hell. Coming from a long time OpenGL user this was a massive change in paradigm, but I wouldn't go back for a million bucks ! Four months ago, I decided it was time to stop being so afraid of raytracing pipelines, and so I (rather painstakingly) implemented it in my toy engine, which at that point was nothing more than a user-friendly-ish API to open a window and draw stuff on screen. And then I got carried away. What started as "let's try this raytraced GI" stuff quickly became "how about we just path-trace all the things", and when it became clear the demo we wanted to build wasn't doable in the time frame... I, once again, was visited by my old friend Retroaction. To be fair, it's not the first time I've wanted to recreate my very first entry to my very first demoparty, and I've probably made about a dozen soundtrack remixes, but this one felt right, and I finally had a tech stack I was happy about, so I set to build an editor. Actual work on the demo started somewhere around mid-June, but only really ramped up in late July. Lycan really outdid herself with the assets in such a short time frame, and Nnorm dived in with some post-processing effects, papers that really helped get to the point we're at, and his unwavering support and general adorableness, as always. Bit of a personal sidenote here, but guys, I'm so glad to have you around ! So, there it is. 18 years ago, back in Vulkanhalle (fitting name, if you ask me), three randos just set their computers to a table next to our dear Sir Garbagetruck, got to work and released what in retrospect was a rather dull linux 32k intro, even though the size limit wasn't really looked at, it's just that we didn't know to use assets. But while Wiz and RX (of Trolls in the Shadows) followed their own journey, mine kept close to the demoscene, to which I owe so much. Today, with LNX, we release Retroaction Redux. What I would've wanted to make if I had the skills back then. And really, I'm kinda proud about the results! I met close friends there. Got jobs thanks to it. Found the love of my life there. More generally, I learnt so much along the way, both technically and about myself, and for all of that, I'll forever be grateful. Here's to 18 more years ! -xtrium out