Wow!!! a FPS that is only 96kb!!

Discussion in 'General Off-Topic Chat' started by sipoon, Apr 23, 2007.

Apr 23, 2007
  1. sipoon
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    Member sipoon GBAtemp Regular

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    Simply astounding!! [​IMG]

    kkrieger

    these guys are doing amazing stuff
     
  2. Veho

    Global Moderator Veho The man who cried "Ni".

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    Sw33t. I remember tech demos like this (a 96KB script rendering 2GB of data, for example; the awe knocked me over), but never an interactive one (an FPS even). N33t.
     
  3. greyhound

    Member greyhound GBAtemp Advanced Fan

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    very impressive, the 180kb video pretty much utilised all of the RAM on this machine
     
  4. Westside

    Member Westside Sogdiana

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    I posted this on gbatemp about a year ago I think. Good game, but it needs one hell of a machine.
     
  5. Veho

    Global Moderator Veho The man who cried "Ni".

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    I just noticed this is the ".theprodukkt" page. They made those demos I was talking about.


    (The product will make you happy.)
     
  6. Mehdi

    Member Mehdi Lemonade by Psyfira

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    most of my word documents exceed 96 kb... wtf
     
  7. nintendofreak

    Member nintendofreak Around. Shoot me a PM.

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    how do they do it!?! [​IMG]
     
  8. Caoimhin

    Member Caoimhin GBAtemp Regular

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    It "does" all the textures and so on while loading. The .exe just tells them what to generate. Something like that I think [​IMG]
     
  9. Xeijin

    Member Xeijin GBAtemp Fan

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    A little explanation from the readme for those interested:

    - We do .not. have some kind of magical data compression machine that is able to squeeze
    hundreds of megabytes of mesh/texture and sound data into 96k. We merely store the
    individual steps employed by the artists to produce their textures and meshes, in a very
    compact way. This allows us to get .much. higher data density than is achievable with
    normal data compression techniques, at some expense in artistic freedom and loading times.
    - .kkrieger is not written in 100% assembler/machine language. Not even nearly. Like the
    vast majority of game projects being developed today, .kkrieger was mostly written in
    C++, with some tiny bits of assembler where it is actually advantageous (notably, there
    are a lot of MMX optimisations in the texture generator).
    - A kilobyte is, historically, defined to be 1024 (2^10) bytes, not 1000. Thus .kkrieger is
    a game in 96k even though it's actually 98304 bytes.
    - The concept of the texture/mesh generators was developed by fiver2. We do .not. want to
    claim that the techniques we used to develop .kkrieger are new inventions. It´s rather a
    selection of useful operations and their parameters to optimise the results.
     
  10. rest0re

    Member rest0re GBAtemp Advanced Fan

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    OLD NEWS ... google for procedural generation. those guys are really 31337 scene coders. they made some stuff earlier this
    year 177kb called something like fr-041 debris ... realtime animation or machinima or however you want to called it only 177kb
    so phear farbrausch and theprodukt [​IMG]
     
  11. iamwhoiam

    Member iamwhoiam Honorary R4 Fanboy

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    old >.<

    it's been around for ages
     
  12. sipoon
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    Member sipoon GBAtemp Regular

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    it's new to me!!! and it's still amazing..talk about optimization
     

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