3D Game in 96 KB

This is a discussion on 3D Game in 96 KB within the A Brief History of Cprogramming.com forums, part of the Community Boards category; Originally Posted by Xterria i don't understand... Instead of a modular setup where there's a game engine, maps, monsters, sounds, ...

  1. #16
    Unleashed
    Join Date
    Sep 2001
    Posts
    1,765
    Quote Originally Posted by Xterria
    i don't understand...
    Instead of a modular setup where there's a game engine, maps, monsters, sounds, etc. that have been precreated manually, all of which you can edit/create&replace/input new, this game is fixed where all of the needed code was set in place to generate what you see.
    The world is waiting. I must leave you now.

  2. #17
    Software Developer jverkoey's Avatar
    Join Date
    Feb 2003
    Location
    University of Waterloo
    Posts
    1,903
    in case you don't read readme files::

    -from the readme
    - 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. Itīs rather a
    selection of useful operations and their parameters to optimise the results.

  3. #18
    Intranasal Heroin User Xterria's Avatar
    Join Date
    Sep 2001
    Location
    Buffalo, NY
    Posts
    1,035
    isn't there a program that, when you give it a 3ds model or somthing, gives you opengl code that you can copy and paste into the program to create a polygon identical to the 3ds model? so you don't have to do all the importing?

  4. #19
    Software Developer jverkoey's Avatar
    Join Date
    Feb 2003
    Location
    University of Waterloo
    Posts
    1,903
    i believe that there is, and actually anyone who understands the fileformat of models could write a program to do that

  5. #20
    C++ Developer XSquared's Avatar
    Join Date
    Jun 2002
    Location
    Ontario, Canada
    Posts
    2,718
    ...or anyone who can visit http://www.wotsit.org/
    Naturally I didn't feel inspired enough to read all the links for you, since I already slaved away for long hours under a blistering sun pressing the search button after typing four whole words! - Quzah

    You. Fetch me my copy of the Wall Street Journal. You two, fight to the death - Stewie

  6. #21
    Software Developer jverkoey's Avatar
    Join Date
    Feb 2003
    Location
    University of Waterloo
    Posts
    1,903
    that too

    actually, come to think of it, they way they say that they did the texture thing sounds like it would limit their quality of textures quite a bit, but from the screenshots they're incredibly good looking. I don't see how they could do that same thing with the textures as it would most likely be the same size or not much smaller to make a difference. However, I can't play the game for some reason, so I don't even really know what it's like real-time...

  7. #22
    Its not rocket science vasanth's Avatar
    Join Date
    Jan 2002
    Posts
    1,683
    The game plays slow on my p4 2.8 Ghz 512 MB ram Gforce FX 5650 64MB vram system... It is truly power hungryy

  8. #23
    Registered User
    Join Date
    May 2003
    Posts
    195
    Its fine on my AMD 2500+ 512 MB Ram Radeon 9700

    The loading time was godly long tho

    anyhow the game was VERY VERY VERY nice for 96kb, in fact, above many of a several mb games that i play. anyhow, the only bad part was the physics of the guns were mesed up and no crosshair

  9. #24
    Registered User
    Join Date
    Jan 2003
    Posts
    648
    I gun physics were great. They had gravity affect the particles. However, not having a crosshair is my only complaint from this game. It ran fine on my computer.

  10. #25
    Rad gcn_zelda's Avatar
    Join Date
    Mar 2003
    Posts
    942
    It'd be nice to see the source for this...

    I saw this earlier on a different forum, today, actually.
    96 KB... Geez...

    Edit:

    And the reason it takes so much memory is because that's how they get the game so small. It loads everything into the memory rather than onto the hard drive...
    Last edited by gcn_zelda; 04-19-2004 at 03:03 PM.

Page 2 of 2 FirstFirst 12
Popular pages Recent additions subscribe to a feed

Similar Threads

  1. Need book to program game into multiplayer...
    By edomingox in forum Game Programming
    Replies: 3
    Last Post: 10-02-2008, 09:26 AM
  2. game engine advice?
    By stien in forum Game Programming
    Replies: 0
    Last Post: 01-23-2007, 02:46 PM
  3. Game Engine Link Prob
    By swgh in forum Game Programming
    Replies: 2
    Last Post: 01-25-2006, 11:14 PM
  4. printing directory in windows
    By hermit in forum Tech Board
    Replies: 6
    Last Post: 12-16-2004, 06:15 PM

1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21