PC-13: Wursttunnel

12 o'clock on the Revision 2017 Saturday PandaCube decided that we should release a PC-Demo for Revision 2017. Within an hour we had aquired a pumping soundtrack from Akustikrausch and started working on the Release. A small little physics simulation was written for the middle part, so that the Wieners are getting affected by gravity. Some of the lighting in the second tunnel part is driven by the FFT values generated from the Soundtrack. By giving up on all but 2 hours of sleep, we were able to release this fun little party hack.

PC-13: Wursttunnel on pouet.net
PC-13: Wursttunnel on YouTube
PC-13: Wursttunnel Readme
PC-13: Wursttunnel Soundtrack - Avenger by Akustikrausch


PC-11: Guardian

Released at Kindergarden 2014, it managed to place 2rd in the Combined Newschool Demo Compo. For this Demo we implemented a nice "Dirty Lens" effect and revisited the Volumelighting. We improved the performance somewhat (still scales pretty poorly with framebuffer resolution) but more importantly we reduced a lot of the artifacts that we had in the Volumelighting before. The soundtrack was made by Lerper.

PC-11: Guardian on pouet.net
PC-11: Guardian on YouTube
PC-11: Guardian Readme
PC-11: Guardian Soundtrack


PC-10: Panda³

Released at Revision 2015, it managed to win the Wild Compo. We built the "Real PandaCube" from 3d printed parts for the edges and corners that house the 360 NeoPixels that can be individually adressed with a 24bit Colordepth. The sides are made of 300 x 300 x 6 mm acrylic glass. The custom build is powered by a 200W Powersupply. The LEDs are programmed using an Arduino Mega 2560. This is an 8-bit CPU with 8Kb of RAM and 256Kb of flash ROM. The CPU is clocked at 16 MHz.

PC-10: Panda³ on pouet.net
PC-10: Panda³ on YouTube
PC-10: Panda³ Readme
PC-10: Panda³ Prerecorded Video
PC-10: Panda³ Soundtrack
PC-10: Panda³ Source Code


PC-09: The Wizard of Cos

Released at Revision 2014, it managed to place 3rd in a strong PC Demo Compo. This Demo brought plenty of behind the scenes Framework improvements that cut the loading times down to 2-3 seconds. Two big effects where implemented for this production. Order Independent Transparency allows many transparent objects in the second scene. A Metaball effect based on per-pixel linked lists allows for many Metaballs to be on Screen at any one point. There are some glitches with MSAA, so if you don't want to wait for the Post-Party-Release, I would recommend to run without MSAA for now. The soundtrack has been provided by Response of Darklite.

PC-09: The Wizard of Cos on pouet.net
PC-09: The Wizard of Cos on YouTube
PC-09: The Wizard of Cos Readme
PC-09: The Wizard of Cos Soundtrack


PC-08: Dead Again

Released at Solskogen 2013, it managed to win the PC Demo Compo. For the whole production we only had 2.5 weeks, as we were finishing up the PPR release for PC-07 right before. We decided to base this production on a volume lighting effect, that was creaated for PC-07, but was too heavy to be used for that production. If you have a SLI based system make sure to check the readme file to get the most performance out of this Demo.

PC-08: Dead Again on pouet.net
PC-08: Dead Again on YouTube
PC-08: Dead Again Readme
PC-08: Dead Again Soundtrack


PC-07: Breached PPR

For this Post-Party-Release Version we fixed a couple of technical issues like Anti Aliasing not working and improved the quality of the lightning simulation. The biggest changes are in the Lighting though. Zonbie spent quite some time optimizing our usage of the dynamic lights in the scene. Overall this PPR Version is a very nice improvement for the Breached Demo.

PC-07: Breached (Final link) on pouet.net
PC-07: Breached PPR on YouTube
PC-07: Breached PPR Readme
PC-07: Breached PPR Wallpaper


PC-07: Breached

Released at Revision 2013, this Demo placed 4th in the PC Demo Compo. It was created in two months in early 2013. We ran out of time quite dramatically on this release again, getting the central Lightning effect in only 40 minutes before the deadline. On the tech side, this Demo introduced skinned animations and 3D positional audio support (including 5.1 suround sound support, if you have the hardware support for it). Also quite some time was spent on cleaning up the PandaCube framework, making sure it does not leak memory and improving the workflow when working with it.

PC-07: Breached on pouet.net
PC-07: Breached on YouTube
PC-07: Breached Readme
PC-07: Breached Soundtrack


PC-06: Rev.2

Released at Revision 2012, this Demo managed to win the PC Demo Compo. It was created in a few weeks in early 2012. Even though we were working on the Release right up to the last minute, we are quite happy with the polish level that we reached. Unfortunately we did not have time to optimize the Demo for file size. For this release we implemented a parallax occlusion mapping shader. From the tech side we switched to a DirectX 11 Renderer, added a colorgrading PostFX and implemented a new Material system that allows quick setups of new materials.

PC-06: Rev.2 on pouet.net
PC-06: Rev.2 on YouTube
PC-06: Rev.2 Readme
PC-06: Rev.2 Soundtrack
PC-06: Rev.2 Wallpaper


PC-05: Flux PPR

5 weeks of polish brought to life this gem of a Demo. If you liked the original Flux release, you will be quite impressed by the quality of this post-party-release.

PC-05: Flux (Final link) on pouet.net
PC-05: Flux PPR on YouTube
PC-05: Flux PPR Readme
PC-05: Flux PPR Wallpaper


PC-05: Flux

Released at Revision 2011, this Demo managed to win the PC Demo competition. Although we were working on the Demo non stop at the party, we did not manage to polish it at all.

PC-05: Flux on pouet.net
PC-05: Flux on YouTube
PC-05: Flux Readme


PC-04: Partycle PPR

As the year before we did not have time to polish PC-04 before releasing it at Breakpoint 2010. A couple of weeks after the Demoparty we released this post-party-release, that adds a nice Depth of Field PostFX, reduced the file size of the release, made the cold chamber scene a bit lighter and added tons more particles to the last scene. About 200.000 Partycles celebrate this Panda Cube release in the last scene.

PC-04: Partycle (Final link) on pouet.net
PC-04: Partycle PPR on YouTube
PC-04: Partycle PPR Readme


PC-04: Partycle

Our second Demo Release had though competition at the Final Breakpoint Event in 2010. In a very strong competition with entries like "Rove" from Farbrausch and "Agenda circling forth" from Fairlight & CNCD our Demo that was produced in just 8 weeks, managed to place 3rd out of 23. New features that made it into this release are PostFX, Improved Forward Lighting, Music Synching, GPU Particles, new Surface Shaders and instanced Geometry.

PC-04: Partycle on pouet.net
PC-04: Partycle on YouTube
PC-04: Partycle Readme


PC-03: ON/OFF Redux

This Demo is a remake of our first Demo and was released and shown on the Big Screen (out-of-competition) at Breakpoint 2010. We spent quite some time to realize all the Visuals that we had imagined for our initial PC-03 release, but did not have the time to finish. It features updated Models, baked Ambient Occlusion, dynamic light sources with shadow maps and a very detailed, ray-traced, reactor core effect that is simulating a water surface.

PC-03: ON/OFF Redux (Final link) on pouet.net
PC-03: ON/OFF Redux on YouTube
PC-03: ON/OFF Redux Readme



The first Demo of Panda Cube was build from scratch in 6 weeks. Most of the time was spent on getting the Panda Cube framework up and running. Only 2 weeks were spent on the actual Demo content. Though it did not have amazing Visuals, the soundtrack was carrying Panda Cube's Demo debut. The Demo was finished on site at Breakpoint 2009 on borrowed Hardware, as the Demo required DirectX 10 to run. To everyones surprise, the Demo placed 3rd out of 25 entries.

PC-03: ON/OFF on pouet.net
PC-03: ON/OFF Video Rip on demoscene.tv
PC-03: ON/OFF Readme


PC-02: BoxEdit3D

This program was programmed in a period of 2 1/2 Days as a programming test in the recruitment process for a game company. The task was to program an editor that allows the easy creation and manipulation of boxes. Complete undo/redo functionality and the possibility to save and load the scene configuration to xml files was part of the task description. Please note that this program was programmed in a very short time period and therefore is not polished in all aspects (i.e. missing 2D User Interface). This program was writen in C# and requires the .NET Framework 2.0 and the XNA Game Studio 2.0. The readme file within the zip files contains information, how to obtain the runtime libraries of these frameworks.

BoxEdit3D program
BoxEdit3D source code


PC-01: Sudoku Solver

"I rather write a program that solves Sudokus for me, than that I spent time on solving one."
This small C# program was written during a time period of 3-4 days. It solves Sudokus for you. The interface is kept quite simple. Solving hard Sudokus needs quite some cpu power. To make proper use of current multi-core CPUs, this program uses multiple threads to solve Sudokus. It requires the .NET 2.0 framework to run. This project is released under the GPL license.

Sudoku Solver program
Sudoku Solver source code