Minimalism

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zikitrake
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Minimalism

Post by zikitrake »

:shock: :shock: :shock: You knew this game??

Although it uses compression, how is possible to be done this with96kb???

download:http://www.theprodukkt.com/kkrieger.html#dload

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blueznl
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Post by blueznl »

couldn't run it on my machine, crashes for some strange reason

how it can be done? well, the bitmaps are partially generated, all 3d code is part of the os (direct x or opengl) so then 96k becomes a lot :-)
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Post by traumatic »

blueznl wrote:[..] the bitmaps are partially generated [..]
_everything_ you see there is based on procedural content-generation.
You can't afford saved bitmaps in a 96k game ;)
all 3d code is part of the os
Sorry but this is not true.
There are no math functions at all in DirectX, no collision detection etc.
D3DX is way too big for small executables so this all had to be coded
on their own, ie it's inside the exe.
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Num3
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Post by Num3 »

Interesting concept to handle images...

Instead of storing the image, you store the way they are drawned by the artist... Kind of a script...

They might take longer to load(generate), but the size is much smaller...

This concept his excellent for very large images, not for small one, has the script to draw a simple image can be bigger the the actual image data.
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Post by KarLKoX »

"Qui baise trop bouffe un poil." P. Desproges

http://karlkox.blogspot.com/
traumatic
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Post by traumatic »

Num3 wrote:This concept his excellent for very large images, not for small one, has the script to draw a simple image can be bigger the the actual image data.
Well, I wrote some rudimental functions generating textures via layering
(add, sub, mul, div) different effects (plasma, cloud, noise, blur, twirl, text).
Nothing spectacular but works ok for nice looking yet "not too real" textures.

The code adds about 3kb (compressed) to a typical app, no matter how
many textures you actually generate. How many (uncompressed) images
can you store in 3kb? ;)
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Post by thefool »

i thought this was opengl, am i wrong?
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Post by traumatic »

OpenGL?!

Code: Select all

The "official" minimum specs for .kkrieger: chapter 1 beta are:

    * A 1.5GHz pentium 3 / athlon or faster.
    * 512MB of RAM.
    * a GeForce4Ti (or higher) or ATI Radeon8500 (or higher) graphics card
      supporting pixel shaders 1.3, preferably with 128MB or more of VRAM.
    * some kind of sound hardware.
    * DirectX 9.0b. 
:D

BTW: IIRC Farbrausch always used DirectX. At least they never released anything OpenGL related.
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thefool
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Post by thefool »

ow :D
well up to them..
traumatic
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Post by traumatic »

thefool wrote:ow :D
well up to them..
lol :lol:
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Post by Fred »

It still impressive to see such piece of software..
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Post by Dare2 »

traumatic wrote:
Num3 wrote:This concept his excellent for very large images, not for small one, has the script to draw a simple image can be bigger the the actual image data.
Well, I wrote some rudimental functions generating textures via layering
(add, sub, mul, div) different effects (plasma, cloud, noise, blur, twirl, text).
Nothing spectacular but works ok for nice looking yet "not too real" textures.

The code adds about 3kb (compressed) to a typical app, no matter how
many textures you actually generate. How many (uncompressed) images
can you store in 3kb? ;)
3K? Wow, that blows me away! :shock:

In fact that game does as well!

Traumatic, having seen some of your demos I assume that this is fast (also assumiung it is virtual-world-ish - or whatever the term is - capable of re-rendering as peeps move around the place). Also you say "not too real" but nice looking? How nice?

Any demo?

Any LIB!? :D


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Post by MrMat »

That's an amazing game *drools*
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Post by Bonne_den_kule »

Did'nt know that vector graphic could be so powerful
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Post by traumatic »

Dare2, :oops: I didn't write about the texture generator to show off or something.
I just wanted to say: "Listen, if even I'm able to do crappy textures in 3kb,
I bet the people in Farbrausch will make incredible looking textures in 2kb!". :D

Anyway, as you seem to be interested in this, here are some examples of
how the generated textures can look like:

Image
Image
Image
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