View Full Version : 3D Game in 96 KB

04-17-2004, 08:03 AM
Thats right, this is a fully playable 3D game in just 96 KB! It makes all its textures and levels on the fly. It is truly incredible... music, lights, textures, levels, enemies, gameplay, effects, music, vertex shaders... wow. Sound effects are gay though.

You really need a fast computer to play this. It takes forever to load. Each screenshot you download is bigger than the game itself haha! Check the readme.


04-17-2004, 10:47 AM
Doesn't work on my computer, but looks neat.

04-17-2004, 10:56 AM
Doesn't work on my computer, but looks neat.

Same here. I remember the demo for this a while ago looked pretty cool. Never thought they'd ever make a game from it.

04-17-2004, 11:34 AM
It ran on my machine, and holy crap that's the coolest thing I've ever seen!!

04-17-2004, 01:28 PM
skippy for everyone or just me? looks good tho

04-17-2004, 01:44 PM
WOW. It really goes to show what people are capable of. how is it possible to store such massive maps and all those models in 96k? the coders of this game are gurus no doubt. That one spider with horns is going to give me nightmares...

Dante Shamest
04-17-2004, 01:51 PM
All the textures were painstakingly hardcoded and generated on the fly, I believe.

04-17-2004, 02:13 PM
That's awesome!

04-17-2004, 02:41 PM
I know the guy who made this at another board - yes, everything's generated on the fly, which is why it takes such a powerhouse

04-17-2004, 03:54 PM
Yes, very impressive. All the textures are procedural and they use a custom version of upx exe compressor to get the incredible size.

04-17-2004, 05:42 PM
upx is such a great app. I highly recommend it. Look it up and mess with it.

04-17-2004, 09:14 PM
wont run for me...exits at load time, i guess it detects that my computer is too crappy to run it, lol

04-17-2004, 11:25 PM
what do you guys mean by 'on the fly'?

04-17-2004, 11:37 PM
what do you guys mean by 'on the fly'?

There are no pre-made textures, sounds, etc... it is all created by the game as you play.

04-17-2004, 11:41 PM
i don't understand...

04-18-2004, 12:02 AM
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.

04-18-2004, 01:01 AM
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.

04-18-2004, 10:21 AM
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?

04-18-2004, 11:42 AM
i believe that there is, and actually anyone who understands the fileformat of models could write a program to do that :)

04-18-2004, 11:46 AM
...or anyone who can visit http://www.wotsit.org/

04-18-2004, 11:50 AM
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...

04-18-2004, 12:13 PM
The game plays slow on my p4 2.8 Ghz 512 MB ram Gforce FX 5650 64MB vram system... It is truly power hungryy

04-18-2004, 09:56 PM
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

04-19-2004, 02:41 PM
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.

04-19-2004, 02:59 PM
It'd be nice to see the source for this...

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


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...