If you're looking for more demos, there is always Project Bias
http://www.youtube.com/watch?v=zFTrgnkpiL8

The game was hacked together in one week though and the code is 
extremely ugly, so i'm not just releasing it into the public. However if 
someone promises to clean it up (read rewrite from scratch) I'm willing 
to give them all resources.  (art is CC-BY-SA)


Another is Clock Tower, something smaller that showcases what can be 
done with CS sequences/triggers  http://www.youtube.com/watch?v=mMigh6x4pm0
Art sources(CC-BY-SA) at: 
https://cyanox.nl/ptart/3d_art/buildings/oro/clocktower/interior/


A while back there was an attempt at a shader node editor at
https://crystal.svn.sourceforge.net/svnroot/crystal/CSExtra/trunk/apps/weaverbeaver/
I can't say anything about it's state though.



Christian Van Brussel wrote:
> On Sat, 2010-02-06 at 20:06 +0100, Denis Washington wrote:
>   
>> Yeah. Are there any impressive demos that could be shown? Otherwise,
>> some would have to be written (I probably don't have the artistic and
>> programming expertise to do so myself, unfortunately).
>>     
>
> Phystut has recently been made more fun/usable. Avatartest is using good
> quality models and looks good.
>
> I'm toying with CEL's evolvecraft since more than one year and I'm
> starting to get descent results. I'll commit it in some time.
>
> We are working with a friend (his pseudo is Korbak, he made a big part of
> the Krystal model) on the concept of a car for Frankie. We would like to
> make a level using the assets made within the YoFrankie project, with a
> terrain2, CEL's cars, foliage, maybe even impostors, ocean, water, clouds
> and fauna.
>
> Some other demos may also be great, like something fancy about the shaders
> and lighting. A level with many dynamic lights would be great. A shader
> node editor may be either useful and fun.
>
> I also thought about doing a general C++ class for the demo's. Its purpose
> would be to ease the development of future demo's, unify the layout of the
> demos, provide common advanced functionalities, and simplify the actual
> demos to let them focus on the particular thing they want to
> test/demonstrate, being more pertinent.
> The functionalities of this class may include:
> - all common management of main engine objects (g3d, g2d, etc)
> - basic display of text (like the omnipresent Write/WriteShadow methods)
> - display the logo of CS
> - display general infos like FPS, triangle count, etc
> - 'Info' menu: description of the application
> - 'Help' menu: available keys & commands
> - screenshots, video recording
>
> All of this can be made cooperatively. For example, the big "Frankie's
> car" level can be fun to set up all together.
>
>
>
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