On one hand I wish there was more, on the other I think it would have been too much? It's brilliant for sure. I love that these guys have been making this stuff since the ASCII scene (for those unaware lot of cool procedural bits like this used to get stuffed into warez greetz and plenty of smaller binaries before that such as coms and what not in the BBS scenes)
I wonder what the demoscene could do with modern CPUs and their AVX multisymmetric parallel whatchacallit and what not. As in, getting the most amount of stuff done with the least amount of instructions.
My uneducated guess is that perhaps the thing of the day now is proper voxels (not Minecraft's “voxels”) and lots of shaders on top. But then again, this endeavour doesn't really differ from just making experimental game engines.
Well the fact that you are limited by the C64 itself makes you use every bit of creativity to pull off such a demo as A Mind is Born.
I think it is this limiting factor that is partly responsible for keeping the C64 scene alive. While it is limiting, there are also still infinite possibilities of creativity. I don't personally find say, the PC demo scene as interesting because it is not really limited in any way other than size competitions. But still there you get a lot more mileage out of every opcode than on the C64.
https://linusakesson.net/scene/a-mind-is-born/