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

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

  1. sipoon
    OP

    sipoon GBAtemp Regular

    Member
    287
    0
    May 29, 2006
    New Zealand
    Simply astounding!! [​IMG]

    kkrieger

    these guys are doing amazing stuff
     
  2. Veho

    Veho The man who cried "Ni".

    Former Staff
    8,823
    16,512
    Apr 4, 2006
    Croatia
    Zagreb
    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

    greyhound GBAtemp Advanced Fan

    Member
    504
    1
    Sep 4, 2006
    Oxford
    very impressive, the 180kb video pretty much utilised all of the RAM on this machine
     
  4. Westside

    Westside Sogdiana

    Member
    2,905
    61
    Dec 18, 2004
    Uzbekistan
    Guantanamo bay
    I posted this on gbatemp about a year ago I think. Good game, but it needs one hell of a machine.
     
  5. Veho

    Veho The man who cried "Ni".

    Former Staff
    8,823
    16,512
    Apr 4, 2006
    Croatia
    Zagreb
    I just noticed this is the ".theprodukkt" page. They made those demos I was talking about.


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

    Mehdi Lemonade by Psyfira

    Member
    1,071
    0
    May 31, 2004
    Netherlands
    most of my word documents exceed 96 kb... wtf
     
  7. nintendofreak

    nintendofreak Around. Shoot me a PM.

    Member
    1,333
    2
    Mar 27, 2006
    United States
    Cal Poly Pomona / (323)
    how do they do it!?! [​IMG]
     
  8. Caoimhin

    Caoimhin GBAtemp Regular

    Member
    210
    1
    Aug 7, 2006
    Poland
    Kalwaria Zebrzydowska
    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

    Xeijin GBAtemp Fan

    Member
    495
    0
    Mar 25, 2007
    London, UK
    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

    rest0re GBAtemp Advanced Fan

    Member
    755
    0
    Dec 23, 2006
    Finland
    WINLAND
    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

    iamwhoiam Honorary R4 Fanboy

    Member
    1,201
    1
    Dec 27, 2006
    Hull/Manchester, UK

    old >.<

    it's been around for ages
     
  12. sipoon
    OP

    sipoon GBAtemp Regular

    Member
    287
    0
    May 29, 2006
    New Zealand
    it's new to me!!! and it's still amazing..talk about optimization