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kkrieger - an fps in only 96kb

Posted: Wed Apr 14, 2004 10:39 am
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.

Posted: Wed Apr 14, 2004 10:52 am
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).

Posted: Wed Apr 14, 2004 6:45 pm
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)

Posted: Wed Apr 14, 2004 7:59 pm
by Kyouryuu
Hmm, got stuck on a bit of the architecture. But still, that's damned impressive for 96KB. Talk about 1337 coding.

Posted: Wed Apr 14, 2004 8:30 pm
by Jeff250
Took about 10 minutes to finish, but very nice. A little easy too.

Posted: Wed Apr 14, 2004 8:58 pm
by Max_T
whoa, imperssive

Posted: Wed Apr 14, 2004 9:26 pm
by JMEaT
These demos popular in Germany. Many events where coders get together and compete.

Always some neat stuff. :)

Posted: Wed Apr 14, 2004 10:56 pm
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. :)

Posted: Wed Apr 14, 2004 11:41 pm
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

Posted: Thu Apr 15, 2004 7:36 am
by DarkShadow
Runs fine on my 1.8 ghz XP2100+ and Readon 9000 pro.

Pretty imperssive that they can pack all that into 96k.

Posted: Thu Apr 15, 2004 9:03 am
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.

Posted: Thu Apr 15, 2004 11:52 am
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)

Posted: Thu Apr 15, 2004 2:47 pm
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.

Posted: Fri Apr 16, 2004 10:23 pm
by STRESSTEST
BUMP