kkrieger - an fps in only 96kb

Pyro Pilots Lounge. For all topics *not* covered in other DBB forums.

Moderators: fliptw, roid

Post Reply
User avatar
Tetrad
DBB Alumni
DBB Alumni
Posts: 7585
Joined: Thu Nov 05, 1998 12:01 pm
Location: Dallas, TX

kkrieger - an fps in only 96kb

Post by Tetrad »

Bunch of screenshots on the site, as well as a download link. http://www.theprodukkt.com/

The sound guy says that this is a beta version, and there is going to be a final version that's 128k and fixes a lot of problems. The demo needs a video card with pixel shaders 1.3 to work, so that means no TNT2s, or other older cards.
User avatar
Krom
DBB Database Master
DBB Database Master
Posts: 16138
Joined: Sun Nov 29, 1998 3:01 am
Location: Camping the energy center. BTW, did you know you can have up to 100 characters in this location box?
Contact:

Post by Krom »

Pixel Shaders 1.3 requires a DX8 card, Nvidia's DX8 cards (GF3, GF4 only support max shaders 1.1, so it really requires a DX9 card from Nvidia).
User avatar
roid
DBB Master
DBB Master
Posts: 9996
Joined: Sun Dec 09, 2001 3:01 am
Location: Brisbane, Australia
Contact:

Post by roid »

i've never seen such huge MINIMUM requirements for a game.
half a gig of ram o_O

it won't run for me (gf2mx), drops out during load.
(won't even run on the nforce2, which is based on gf4)
User avatar
Kyouryuu
DBB Alumni
DBB Alumni
Posts: 5775
Joined: Fri Apr 30, 1999 2:01 am
Location: Isla Nublar
Contact:

Post by Kyouryuu »

Hmm, got stuck on a bit of the architecture. But still, that's damned impressive for 96KB. Talk about 1337 coding.
User avatar
Jeff250
DBB Master
DBB Master
Posts: 6539
Joined: Sun Sep 05, 1999 2:01 am
Location: ❄️❄️❄️

Post by Jeff250 »

Took about 10 minutes to finish, but very nice. A little easy too.
Max_T
DBB Admiral
DBB Admiral
Posts: 1685
Joined: Wed Jul 10, 2002 2:01 am

Post by Max_T »

whoa, imperssive
User avatar
JMEaT
DBB Meat ByProduct
DBB Meat ByProduct
Posts: 10047
Joined: Wed Mar 10, 1999 3:01 am
Location: USA

Post by JMEaT »

These demos popular in Germany. Many events where coders get together and compete.

Always some neat stuff. :)
User avatar
Kyouryuu
DBB Alumni
DBB Alumni
Posts: 5775
Joined: Fri Apr 30, 1999 2:01 am
Location: Isla Nublar
Contact:

Post by Kyouryuu »

Finished it. Very impressive and actually a rather fun way to kill about 10 minutes. I loved the bumpmapping and the dynamic shadow effects. It's rather pretty for a modern day game, let alone a mere 96KB one. I think the weapons could use a bit more "oomph" though.

The collision also needs some work, as they noted in the readme. There is a continue point system if you hold M and press 1, 2, 3, etc. that gets around this problem.

It's funny you bring this demo up. In class today we were talking about the amazing C program that was a complete Tetris in 1KB. :)
User avatar
Mobius
DBB_Master
DBB_Master
Posts: 7940
Joined: Sun Jun 03, 2001 2:01 am
Location: Christchurch, New Zealand
Contact:

Post by Mobius »

On an R8500 it wouldn'y play with Cat4.2's - so DLing Cat4.4 now... I hope they work - because these guys are simply amazing.

Remember the "64K Miracle" (Fr.08)? That rocked, using all the latest DX8 extensions.

Can't wait to see how they did with a 96K FPS!

Hell, the game takes 1000 times longer to unpack than it does to download - HOW MANY GAMES CAN BOAST THAT???

EDIT:
CAT4.4 runs it - but the R8500 is too slow with an ancient Thunderbird 1.4GHz and 512MB
User avatar
DarkShadow
DBB Admiral
DBB Admiral
Posts: 1371
Joined: Thu Apr 29, 1999 2:01 am
Location: Pittsburgh, PA, USA
Contact:

Post by DarkShadow »

Runs fine on my 1.8 ghz XP2100+ and Readon 9000 pro.

Pretty imperssive that they can pack all that into 96k.
User avatar
Topher
DBB Alumni
DBB Alumni
Posts: 3545
Joined: Thu Nov 05, 1998 12:01 pm
Location: New York
Contact:

Post by Topher »

Well, if you think about it, majority of the space taken up by games is textures. So, generate all textures procedurally and use pixel shaders to make them look pretty. Of course, an internal compression scheme is nice too.
User avatar
Kyouryuu
DBB Alumni
DBB Alumni
Posts: 5775
Joined: Fri Apr 30, 1999 2:01 am
Location: Isla Nublar
Contact:

Post by Kyouryuu »

One of the designers said that they defined how to produce the textures mathematically, rather than actually producing the textures and storing their data inside the file. Which is a good idea. When you look at Unreal Tournament 2004, it's not the engine itself that's huge - it's the series of gigantic 1024x1024 and larger texture maps involved. :D

(Food for thought - this entire game is 96KB, the average size of a single Descent 1 map)
User avatar
Tetrad
DBB Alumni
DBB Alumni
Posts: 7585
Joined: Thu Nov 05, 1998 12:01 pm
Location: Dallas, TX

Post by Tetrad »

Kyouryuu wrote:(Food for thought - this entire game is 96KB, the average size of a single Descent 1 map)
The game is smaller than a screenshot of the game.
User avatar
STRESSTEST
DBB DemiGod
DBB DemiGod
Posts: 6574
Joined: Sun Nov 21, 1999 3:01 am

Post by STRESSTEST »

BUMP
Post Reply