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just the usual Demo scene stuff. nothing really special. 4KB intros are now "in" (or at least last year most parties had best entries on 4KB compos.)
and of course, old skool demos are the ones that really makes your eyes pop out. (and puts your 1Ghz class PCs in the shame. for those guys, 8 bit machines like MSX, Commodore 64 and even Commodore VIC-20 are enough to push some really cool stuff. For example, on annual Floppy party they had 128 bytes intro compo few years ago.)
No, I'm always impressed by these guys... although I reckon Braben and Bell still set the standard.
Nonetheless a Parhelia definitely struggles with this one - and I doubt it's the CPU in this case (Barton @ 2.2 GHz) - wonder how the 9800Pro Guys handle this?
Pretty sweet. Looks great on the 9800, lighting and texturing is well done. Plenty fast (I should run fraps, but haven't).
Gigabyte P35-DS3L with a Q6600, 2GB Kingston HyperX (after *3* bad pairs of Crucial Ballistix 1066), Galaxy 8800GT 512MB, SB X-Fi, some drives, and a Dell 2005fpw. Running WinXP.
Originally posted by Kastuvas How does it work, 96kb game that takes 250mb of ram. and runs so slow and takes ages to loa. Hmm:/
It generates the textures on the fly rather than loading in pre-made textures that every other game does.
From the README:
In general, if you have any technical questions concerning .kkrieger, either refer to our
web site or contact us via email. However past experience shows that there are some rumours
and misunderstandings about our work that are very hard to correct, so we'll state the truth
here, in written form, for all the world to see
- 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.
Ladies and gentlemen, take my advice, pull down your pants and slide on the ice.
Originally posted by Nappe1 just the usual Demo scene stuff. nothing really special. 4KB intros are now "in" (or at least last year most parties had best entries on 4KB compos.)
and of course, old skool demos are the ones that really makes your eyes pop out. (and puts your 1Ghz class PCs in the shame. for those guys, 8 bit machines like MSX, Commodore 64 and even Commodore VIC-20 are enough to push some really cool stuff. For example, on annual Floppy party they had 128 bytes intro compo few years ago.)
Yo Nappe1,
as a regular "scener" you should know the guys from Farbrausch, don't you ?
as for your comment on the "vast size of the code" ...
Doesn't work quite right on my 64 meg 8500 either, but for 96k I can't complain too much. Not as impressive as the fr-19 demo though, that's my favorite.
I believe the game is far from finished,and not very well optimized.
On my rig frames vary from 1-15 frames(thats a guess,didn´t run fraps)But most of the times its chocking big.
ASUS P5B-E ;2GB G.Skill DDR2 Ram; C2D6420;lub 3D X1950pro ;SoundBlaster X-Fi;WinXP
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