3d fps only 96k!!

This is a discussion on 3d fps only 96k!! within the Game Programming forums, part of the General Programming Boards category; i read something about this a few months ago, they use some kind of custom EXE compression (kinda like UPX). ...

  1. #16
    Registered User
    Join Date
    Aug 2003
    Posts
    288
    i read something about this a few months ago, they use some kind of custom EXE compression (kinda like UPX).

    the progress bar at the start is the loader decompressing all the data to run the exe. (notice how it uses around 250 mb of memory)

    and im not 100% sure but i beleive they use assembly.
    Last edited by X PaYnE X; 11-18-2005 at 12:35 PM.

  2. #17
    Me -=SoKrA=-'s Avatar
    Join Date
    Oct 2002
    Location
    Europe
    Posts
    448
    The bar isn't just the decompression. They also generate stuff on the fly, so they have a general model, but the what you see was generated when you started the game.
    SoKrA-BTS "Judge not the program I made, but the one I've yet to code"
    I say what I say, I mean what I mean.
    IDE: emacs + make + gcc and proud of it.

  3. #18

    Join Date
    May 2005
    Posts
    1,041
    I've done something similar, although not as fully featured and it used more memory (I still do everything with the fixed rendering pipeline, I don't like using shaders)...understanding the trick to do something like this requires a complete shift in what 'data' is. Instead of storing data, you store the algorithm for reproducing the data in a program. The space required to store the algorithm as computer instructions to reproduce the data is, in this case, about 1000 times smaller than what the actual data would require.

    Every polygon, texture, and light are all transformations of a single polygon, texture and light. That is the basic idea for at least one aspect of the program.

    Actually making a game like this in 96K just requires a godlike understanding of how to store the data as 'algorithms,' and I have no clue what they coded it in (but I doubt pure assembly).
    I'm not immature, I'm refined in the opposite direction.

  4. #19
    ---
    Join Date
    May 2004
    Posts
    1,379
    Quote Originally Posted by BobMcGee123
    ...understanding the trick to do something like this requires a complete shift in what 'data' is. Instead of storing data, you store the algorithm for reproducing the data in a program. The space required to store the algorithm as computer instructions to reproduce the data is, in this case, about 1000 times smaller than what the actual data would require.
    I never thought of it like that before. I would love to see their source.

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

Similar Threads

  1. SwapBuffers & fps
    By hannibar in forum Windows Programming
    Replies: 0
    Last Post: 03-13-2006, 05:19 AM
  2. 3D starfield
    By VirtualAce in forum Game Programming
    Replies: 6
    Last Post: 06-26-2003, 01:40 PM
  3. Game update...
    By jdinger in forum Game Programming
    Replies: 14
    Last Post: 11-08-2002, 07:10 AM
  4. SkyLock graphics demo (scrolling, etc.)
    By jdinger in forum Game Programming
    Replies: 9
    Last Post: 06-30-2002, 09:18 PM
  5. 3d engines
    By Unregistered in forum Game Programming
    Replies: 7
    Last Post: 12-17-2001, 11:19 AM

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