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Minimalism
Posted: Thu May 19, 2005 9:11 am
by zikitrake
Posted: Thu May 19, 2005 9:41 am
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

Posted: Thu May 19, 2005 9:46 am
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.
Posted: Thu May 19, 2005 10:14 am
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.
Posted: Thu May 19, 2005 10:27 am
by KarLKoX
Posted: Thu May 19, 2005 12:35 pm
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?

Posted: Thu May 19, 2005 12:49 pm
by thefool
i thought this was opengl, am i wrong?
Posted: Thu May 19, 2005 12:53 pm
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.
BTW: IIRC Farbrausch always used DirectX. At least they never released anything OpenGL related.
Posted: Thu May 19, 2005 12:58 pm
by thefool
ow

well up to them..
Posted: Thu May 19, 2005 1:02 pm
by traumatic
thefool wrote:ow

well up to them..
lol

Posted: Thu May 19, 2005 2:59 pm
by Fred
It still impressive to see such piece of software..
Posted: Thu May 19, 2005 4:02 pm
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!
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!?
** Writes to Santa: Please send me Artistic Talent and Mathematical Genius and Programming Ability. Alternatively ship me the necessary portions of traumatic's brain plus necessary interfaces. Thx! **
Posted: Thu May 19, 2005 4:11 pm
by MrMat
That's an amazing game *drools*
Posted: Thu May 19, 2005 4:39 pm
by Bonne_den_kule
Did'nt know that vector graphic could be so powerful
Posted: Thu May 19, 2005 5:18 pm
by traumatic
Dare2,

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