FPS in 96kb

sechs

Storage? I am Storage!
Joined
Feb 1, 2003
Messages
4,709
Location
Left Coast
For only 96kB, it takes forever to load. And it runs like ass on my machine.
 

CougTek

Hairy Aussie
Joined
Jan 21, 2002
Messages
8,729
Location
Québec, Québec
Stunning indeed. There are a few bugs left (I got stuck close to a pillar in the fourth room), but it's nonetheless impressive to see what they've been able to pack in such a small footprint.

Sure looks better than Doom too.
 

Pradeep

Storage? I am Storage!
Joined
Jan 21, 2002
Messages
3,845
Location
Runny glass
pno0001.exe has encountered a problem and needs to close. We are sorry for the inconvenience.
 

Pradeep

Storage? I am Storage!
Joined
Jan 21, 2002
Messages
3,845
Location
Runny glass
Serves me right for not looking at the readme. 8MB PCI Rage video just doesn't cut it anymore :cry:
 

mubs

Storage? I am Storage!
Joined
Nov 22, 2002
Messages
4,908
Location
Somewhere in time.
AFAIK, the only way they can have such a small footprint is to write in assembler. Not a trivial task, but the end result can be tiny and very, very fast. Some millenia ago, I learned programming by coding in assembler on a mainframe precursor. For recent examples, see Steve Gibson's site; he's an assembler freak and has written some nifty utilities.
 

ddrueding

Fixture
Joined
Feb 4, 2002
Messages
19,728
Location
Horsens, Denmark
Absolutely insane. Ran great on my PC. When I switched to th task manager, it showed the .exe taking up 390MB of RAM and 70% of a A64 3000+ :eek:
 

timwhit

Hairy Aussie
Joined
Jan 23, 2002
Messages
5,278
Location
Chicago, IL
It just drops back to the desktop for me. But, I only have a Radeon 7000. And since I don't play any games, I won't be upgrading anytime soon.
 

mubs

Storage? I am Storage!
Joined
Nov 22, 2002
Messages
4,908
Location
Somewhere in time.
I downloaded it and read the readme. They claim it ain't assembler. Hmmmm.

Can't play it because my HW specs are way out of requirements. :x
 

Handruin

Administrator
Joined
Jan 13, 2002
Messages
13,920
Location
USA
The game ran ok, and it didn't look as nice as the screen captures, but I was impressed for the size of the game.

I looked at the readme also:

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.
 

ddrueding

Fixture
Joined
Feb 4, 2002
Messages
19,728
Location
Horsens, Denmark
The coolest thing about a game in 96k is that even when you are posted on /. your webserver isn't destroyed.

Remember when the GB+ DARPA videos were posted? :lol:
 
Top