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Discussion in 'General Off-Topic Chat' started by sipoon, Apr 23, 2007.
these guys are doing amazing stuff
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.
very impressive, the 180kb video pretty much utilised all of the RAM on this machine
I posted this on gbatemp about a year ago I think. Good game, but it needs one hell of a machine.
I just noticed this is the ".theprodukkt" page. They made those demos I was talking about.
(The product will make you happy.)
most of my word documents exceed 96 kb... wtf
how do they do it!?!
It "does" all the textures and so on while loading. The .exe just tells them what to generate. Something like that I think
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.
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
it's been around for ages
it's new to me!!! and it's still amazing..talk about optimization