Second Reality Augmented
ExperimentFuture Crew's 1993 demo, rebuilt for the browser effect by effect, each in its classic form and remastered.

About the experiment
Second Reality is the demo Future Crew released in 1993, which won the demo competition at Assembly that year. Its effects, voxel landscapes, plasma, polygon flyovers and glass-like "glenz" vectors, were written in hand-tuned assembly for 486 PCs and timed to Skaven and Purple Motion's tracker music.
I was a young teenager when it came out, and it's the demo that made me want to understand graphics programming. Life went another way, and graphics stayed on the list of things I'd love to do one day. This year, working with AI agents, I finally did: every line of code here was written by an agent, with me directing what to build and how it fits together.
Second Reality Augmented rebuilds all 25 parts of the demo in the browser, with WebGL2 shaders and the original soundtrack played through Web Audio. Each effect comes in two versions. The classic one reproduces the original algorithm at its own 320 by 256. The remastered one, for 22 of them, redraws it on the GPU with modern lighting, glass, reflections and glow. Press X while it plays to switch between the two.
Every effect was taken apart from the original assembly and written up in a design document before it was built. Fifteen of them have a learning guide too, chapter by chapter, for anyone who wants to know how these effects work. Alongside the player there's a timeline editor for scrubbing through the demo and comparing the two versions.
It plays in the browser, with no install: press space to start.
Credits
The original Second Reality is by Future Crew (1993): Psi, Trug, Wildfire, Gore, Marvel and Skaven, with music by Purple Motion and Skaven. The recreation leaned on covalichou's JavaScript port and Fabien Sanglard's review of the original code. It's a non-commercial fan recreation for learning and preservation; the original demo and its assets belong to Future Crew.
Screenshots

The crystal ball, classic: the original's 320 by 256, lens and all. 
The crystal ball, remastered: real refraction through the glass, and glowing eyes. 
The ships flyover, classic: polygon ships, as the original drew them. 
The same flyover, remastered on the GPU, with a glow on the horizon. 
Glenz vectors, classic: a see-through polyhedron bouncing on a checkerboard. 
Glenz, remastered: the polyhedron as glass, with real transparency and reflections. 
The dot tunnel, classic. 
The dot tunnel, remastered: each dot a soft glow, coloured by depth. 
The vector balls, classic. 
The vector balls, remastered: shaded spheres with reflections in the floor. 
The mirror balls, classic. 
The mirror balls, remastered: chrome spheres with real-time reflections. 
The editor: classic and remastered side by side, the whole demo on a timeline, and each effect's settings.