Graphic Cards GREAT Demo !!

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That was freakin unbelievable...I found impossible to believe that many particles...props...objects...buildings..sounds...environment can fit into a 177KB file...just amazing....im in shock.
 
Hey, I'd seen something similar a long time ago. It was just a 7kb file, I think it was called Heaven. Would love to find that again.
 
These demos are all based on the same technology as kkrieger which is a 96kB FPS.

The programmers have done what is called procedural generation for texture and mesh data.

In normal games, textures are stored as binary data (images or some other format). which consume the most part of a games size. So instead of keeping that info, these people have kept bare minimum data required to generate a texture or mesh on the fly at run time.

A texture is a repetitive pattern and can be represented mathematically through formulas and hence can be generated too. similarly the mesh information can also be encoded mathematically.

When these demos load, they create all the required textures and meshes in memory. Thats why they take time to load and also take up a lot of RAM while running. Combined with that the coding is very efficient and they also use a very efficient executable packer to put it all into one exe of the smallest size possible.

Heres some quoted text from Wikipedia.

How the size is achieved

.kkrieger makes extensive use of procedural generation methods:

* Textures are stored via their creation history instead of a per-pixel basis, thus only requiring the history data (possibly as low as ~300 bytes per texture at any resolution) and the generator code to be compiled into the executable, producing a relatively small file size.

* Meshes are created from basic solids such as boxes and cylinders, which are then deformed to achieve the desired shape - essentially a special way of box modeling.

These two generation processes explain the extensive loading time of the game - all assets of the gameplay are reproduced during the loading phase.

The game music and sounds are produced by a multifunctional synthesizer called V2, which is fed a continuous stream of MIDI data. The synthesizer then produces the music in realtime.

source: .kkrieger - Wikipedia, the free encyclopedia
 
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