Ein First Person Shooter und nur 96kb gross
Moderatoren: ShAngO-Schamanen, DuSK-Orgas
Ein First Person Shooter und nur 96kb gross
Schaut euch mal die Beta Version auf dieser Seite an.
http://www.theprodukkt.com/
Ihr braucht dafür aber einen kräftigen Rechner
Zitat:
A 1.5GHz Pentium3/Athlon or faster.
512MB of RAM (or more)
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
Es ist Wahnsinn wie die es geschafft haben die Datei so klein zu halten. Und die Grafik ist nicht der Oberhammer, aber kann sich durchaus sehen lassen. Und die Texturen sind vom feinsten !! Einfach mal angucken.
http://www.theprodukkt.com/
Ihr braucht dafür aber einen kräftigen Rechner
Zitat:
A 1.5GHz Pentium3/Athlon or faster.
512MB of RAM (or more)
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
Es ist Wahnsinn wie die es geschafft haben die Datei so klein zu halten. Und die Grafik ist nicht der Oberhammer, aber kann sich durchaus sehen lassen. Und die Texturen sind vom feinsten !! Einfach mal angucken.
mal ne Erklärung der Programmierer warum so klein:
- 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. It´s rather a
selection of useful operations and their parameters to optimise the results.
- 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. It´s rather a
selection of useful operations and their parameters to optimise the results.
Das Spiel ist deshalb so hardwarehungrig weil sämtliche 3D-Meshes (Objekte), Texturen & Sounds durch Algorythmen geniert werden müssen.
Bei den Sounds wird es ähnlich wie beim guten alten C64 gemacht indem das Geräusch durch Frequenzmodulation erzeugt wird. (Der C64 Soundchip SID könnte keine Samples verarbeiten weil dafür kein Speicher vorhanden war)
90% des Programmcodes ist in Assembler programmiert & der Rest in C++
gruß
timohepolis
Bei den Sounds wird es ähnlich wie beim guten alten C64 gemacht indem das Geräusch durch Frequenzmodulation erzeugt wird. (Der C64 Soundchip SID könnte keine Samples verarbeiten weil dafür kein Speicher vorhanden war)
90% des Programmcodes ist in Assembler programmiert & der Rest in C++
gruß
timohepolis
hm
- 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).
- 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).
Vor mir die Sintflut.