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A game in 96kb.


maws
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.kkrieger

 

It's an FPS in 96kb, just as the title promised. If you're expecting something shoddy, you're going to be disappointed.

 

user posted image

 

user posted image

 

user posted image

 

I think this is an incredible technical accomplishment, simple as it may be (they explain the techniques used on the website). I look forward to applications in a lot of future computer games. Software on a floppy disk could be making a comeback. tounge.gif

 

Also, explore the site a little, there are some great 64kb 3D demo scenes, using the same techniques as the game itself.

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That's technically astonishing, what i seem to think though is whther it will work offline, i have a feeling it takes stuff of the internet as you play to enable it to have all those graphics, but i don't seem to beleive it, this is amazing, a great find indeed cookie.gif

 

Your right we could have bigger games on smaller storage space, the graphics are great for 96kb as well as everything else, i would suggest closing all other windows though, this thing hogs your PC like a pgi though.

user posted image
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That's technically astonishing, what i seem to think though is whther it will work offline, i have a feeling it takes stuff of the internet as you play to enable it to have all those graphics, but i don't seem to beleive it, this is amazing, a great find indeed cookie.gif

Nope. The trick to it is instead of storing data such as textures, models or animations, the .exe file only stores the instructions for creating the data. That's why the loading time is so long initially - the program's constructing all the media used for the game.

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That's technically astonishing, what i seem to think though is whther it will work offline, i have a feeling it takes stuff of the internet as you play to enable it to have all those graphics, but i don't seem to beleive it, this is amazing, a great find indeed cookie.gif

Nope. The trick to it is instead of storing data such as textures, models or animations, the .exe file only stores the instructions for creating the data. That's why the loading time is so long initially - the program's constructing all the media used for the game.

Oh rite well WOW!, so does this mean it works in the same way almost like a compressed MS.Dos Batch file, and when you load it up initially it unpacks everything, except in this case, it just has all the codes and mini exe's to create it? So infact when i play it a second time it will run faster?

 

Also, i beleive this technology could be implemented into PC games, due to the harddrive, although consoles would be different as thy have different files although i don't see why it couldn't be implemented into them. If used on this gen it would have to create the files everytim eon load up, But if all the next gen games have a hardrive, then i don't see why this scouldn't happen on a PS3 or Xbox 360. Although due to it's architecture i think the 360 could be very tricky.

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That was a pretty fun game. The methods behind this seem like what Will Wright is trying to do/incourage with his new game "spore".

 

He talks about smaller file sizes and the like, you should watch the video from his GDC presentation here(have to register).

 

Anyways it looks like these guys have come a long way, the "making of" was an interesting read. Downloaded .werkkzeug, it's a little too complex for me, but great nonetheless.

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I'm going to download it now. It's pretty amazing, I mean, 96 KB! That's damn small, I'd love to see future games in this size smile.gif.
FIOszpJ.gif

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Looks a little too much along the same lines as Level 2 in Unreal 2 : The Awakening.

But the size does insist otherwise inlove.gif

oldschoolsigs14.png

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I remember seeing those videos, but I didn't see the game. Got to get this, looks pretty decent from the screenshots. And it would be awesome if they could bring this sort of thing into newer games, rather than buying a game with 5 CDs or a couple of DVDs.

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the .exe file only stores the instructions for creating the data.

 

My guess is that this technique will need a lot of RAM to run smoothly. Does it?

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GTA3Freak-2001
This has bee around for a few years actually or its been talked about, still quite amazing though.
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the .exe file only stores the instructions for creating the data.

 

My guess is that this technique will need a lot of RAM to run smoothly. Does it?

 

The "official" minimum specs for .kkrieger: chapter 1 beta are:

 

    * A 1.5GHz pentium 3 / athlon or faster.

    * 512MB of RAM.

    * 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.

 

 

This has bee around for a few years actually or its been talked about, still quite amazing though.

 

I only heard about it recently, through PC Gamer. I was going to check it out, then completely forgot until a link on the SA forums refreshed my memory. It's actually far more impressive than I was expecting.

 

The main problems that exist within the game are AI and animation - but that's to be expected. The enemies pretty much rush you, there are no death animations and bodies just disappear.

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Wow, just...wow.

 

 

Just, the texture detail, and the lighting. It's all incredible.

 

 

 

This game reminds me of a technically advanced version of the original Doom.

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Exkabewbikadid

 

yeah someone posted this here ages ago actually

Yeah, I remember reading about it on slashdot back in April 2004, but it's still cool as most people still don't know about it.

 

Although I can't see any retail games doing something like this. For one, the smaller the game is in file size the easier it is to pirate. Not only that, but I wonder how much work it is to create a mathematical blueprint for every texture.

 

 

oQywcQM.jpg

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Although I can't see any retail games doing something like this. For one, the smaller the game is in file size the easier it is to pirate. Not only that, but I wonder how much work it is to create a mathematical blueprint for every texture.

I agree completely, although I think it could work wonders for downloadable content in games - if they went this route with expansion packs, it could make for much less frustration with slow download speeds. smile.gif

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Well, maybe it isn't as technically impressive, but there is also Rick Dangerous - an old classic from the Commodore 64 (and possibly other formats) which has been reduced to a mere 32 KB. Ya can't fault that.

31805323.png
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Dammit, these PCs in college suck and it won't even open. sad.gif

 

Looks awesome though, I vaguely remember spying it before but never really looked at it. Very impressive.

F4tISZ2.png

xY1j6rP.gif

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Heh heh. PC Gamer.

 

The game was mentioned a year or two ago in Computer Gaming World. It's a bit of a system whore, though.

zUd3j4P.png

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Heh heh. PC Gamer.

 

The game was mentioned a year or two ago in Computer Gaming World. It's a bit of a system whore, though.

UK PC Gamer. The North American version is f*cking horrible. cry.gif

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Check this out, it has stuff from 32b (yes bytes) to 256k, and even stuff up to and over 200MB in the non-size related categories (use the drop-down in the search box):

 

Pouet.net

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A 1.5GHz pentium 3 / athlon or faster.

512MB of RAM.

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

 

wow for a game that small, i can't believe the system requirements. the graphics card's the problem. i only have a geforce 4 mx sad.gif

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

matthew1g goes away and says to himself the card is a piece of bs!

Edited by matthew1g

user posted image

user posted image
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