Although it uses compression, how is possible to be done this with96kb???
download:http://www.theprodukkt.com/kkrieger.html#dload




_everything_ you see there is based on procedural content-generation.blueznl wrote:[..] the bitmaps are partially generated [..]
Sorry but this is not true.all 3d code is part of the os

Well, I wrote some rudimental functions generating textures via layeringNum3 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.
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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.
3K? Wow, that blows me away!traumatic wrote:Well, I wrote some rudimental functions generating textures via layeringNum3 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.
(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?



