Sad
---
Working demos
- Buttonfly: https://sgi-demos.github.io/
- Bounce: https://sgi-demos.github.io/sgi-demos/demos/bounce/web/bounc...
- Ideas: https://sgi-demos.github.io/sgi-demos/demos/ideas/web/ideas_...
- Insect: https://sgi-demos.github.io/sgi-demos/demos/insect/web/insec...
- Jello: https://sgi-demos.github.io/sgi-demos/demos/jello/web/jello_...
- Logo: https://sgi-demos.github.io/sgi-demos/demos/logo/web/logo_fu...
- Twilight: https://sgi-demos.github.io/sgi-demos/demos/twilight/web/twi...
Somewhat working demos
- Flight: https://sgi-demos.github.io/sgi-demos/demos/flight/web/fligh... (cockpit glitches, planes too slow in web version, night mode 'shimmers', no network play")
- Newave: https://sgi-demos.github.io/sgi-demos/demos/newave/web/newav... (no mesh editing, no popup menus, only wireframe)
- Arena: https://sgi-demos.github.io/sgi-demos/demos/arena/web/arena_... (no network play)
I've never been able to find screenshots or video of it, and was hoping it might be included here. No such luck. I don't suppose anyone remembers it?
Video:
otherwise, looks like it might be fun to play for a few minutes
e.g. I remember he specifically said you could fly in any direction you wanted, but there was a wall at the edge of the forest, as opposed to it wrapping around or having a non-inmersion-breaking reason for being constrained to the one area.
I will not spoil it but for those not in the know: https://imdb.com/title/tt0107290/
https://youtu.be/OZTnR3FpUEA?t=412
... except that this was on a 7MHz chip.
High point was definitely when we found out that if you telnetted to another box you could remotely play audio clips and the operator typically had no idea what was going on. Every single device ended up with a collection of Star Wars audio clips ... :)
In SGI tech support (East team '96, Unix team '97 - my Indigo was dewi.csd.sgi.com), it was the way we copied files around (the Troops had just come out) and also had a internal tool that would pop up a window on someone else's machine to get their attention (if they weren't directly paying attention to the multicast chat program...)
That plus the lack of a default /etc/shadow, because reasons, made for fun times. ;-)
1/10 for usefulness but 10/10 for cool
[0] https://sgi-demos.github.io/sgi-demos/demos/jello/web/jello_...
It made other contemporary CRTs feel like flat screens by comparison.
Of course, Nintendo 64 was developed in partnership with Silicon Graphics, so there's a clear connection, and I'm far from the first to make this observation. Still, I feel as though there must be some untold history where perhaps it was used as a placeholder menu early in development, but the team grew fond of it and eventually used the same effect for the final release.
Here's a decent comparison: https://www.resetera.com/threads/super-mario-64-took-its-3d-...
My favourite demonstration of this is a comparison between The Secret Aquarium bonus stage [0] with one of the animations in The Mind's Eye [1] (technically this is from Symbolics rather than SGI, but 3D animators of the time were in metaphorical conversation with each other), but this is maybe the most explicit example of just how direct that connection was.
hard to believe that an SGI demo on modern hardware would require that much
Smooth, impressive
Also too bad they weren't able to recover the best demo, the human cross-section demo. Someone paid a murderer for the rights to his body after he was executed, and then they chopped it up and recorded all the cross-sections.
SGI took that data and used it to create a demo that let you see the human body in a way no one (back in 2000 at least) had seen before. Nowadays, you can probably get something similar on WebMD, but at the time it was crazy impressive.
What I recall was that it was a distributed (clustered) machine type, not a shared memory model like the Origins and not having significant GPU hardware. The central hack was recognizing that the total RAM of the multi-node supercomputer was large enough to hold the large volume data in a chunked, distributed fashion. An MPI job ran a software renderer in parallel on all these chunks, with a 2D gather+compose to produce the final 2D image for viewing.
It was awesome - they were basically building New Orleans with legos: open a toolbox filing cabinet, choose a brick, run it all the way down the block, run that line of bricks up 200 feet to create the side of a building, rinse repeat.
Would love to see that one again.
This is a project of nostalgia and I love all the nostalgic comments.
wiz21c•4mo ago
qaq•4mo ago
Keyframe•4mo ago
mlochead•4mo ago
paulsmith•4mo ago
jacquesm•4mo ago