Has anyone checked out this?
The beta for chapter 1 of this 3D game is a measly 96Kb! I'd love to try it myself, but by gfx card isn't good enough.
Here's a screenshot from their gallery:
{"name":"full4.jpg","src":"\/\/djungxnpq2nug.cloudfront.net\/image\/cache\/f\/0\/f0b03417d96e3f366d5d1f881678f63e.jpg","w":800,"h":600,"tn":"\/\/djungxnpq2nug.cloudfront.net\/image\/cache\/f\/0\/f0b03417d96e3f366d5d1f881678f63e"}
I tried it a year or two ago. While the small size of the game is indeed very impressive, the game itself is pretty boring compared to other 3D shooters.
It still crashes on startup for me..
Must be because your video card doesn't support Pixel Shading.
I tried it a year or two ago. While the small size of the game is indeed very impressive, the game itself is pretty boring compared to other 3D shooters.
I was wondering more about the quality and speed of the rendering. I wouldn't really expect much gameplay from an engine demo.
I wouldn't really expect much gameplay from an engine demo.
Ah, that would explain most PC FPSs!
Kkrieger is about procedural textures and models which are pre-calculated. I would have been impressed if they were calculated in real time.
Kkrieger is about procedural textures and models which are pre-calculated. I would have been impressed if they were calculated in real time.
For a game like that, there is no functional difference. Procedural generation is procedural generation, nothing less.
Damn, you people suck at trolling.
Damn, you people suck at trolling.
WAIT!
... Does that mean we are trolling and are being excellent trolls, or we can't troll very well?
the game itself is pretty boring compared to other 3D shooters.
But this game has awesome graphics!
Just out of curiosity, how is this possible? Just the textures of the game would have to be like +1mb, and all the game is 96kb? Am I missing some super compression or something?
Instead of storing the graphics, the graphics editor stores the brush strokes used to create them. Also it uses a modified version o UPX compression.
I imagine they also apply several filters (blur, noise, etc.. like you would in Photoshop) along the way to get the finished textures.
Yep. the tool stores all the phases of the drawing process and the loader then reconstructs the texture from that information.
Isn't Spore going to do something similar?
kkrieger just generates the textures, models and sound effects and stores them in memory. That way the executable is only 96kb, but it needs more than 300MB of memory.
It would've been great if they had finished it, but they only released the beta, got a lot of appreciation from the demo scene and left off.
when will the final version be ready?
we plan to release it in late July or early August.
This is from their FAQ. More than two years have passed and I dare to ask: which year?
-- --
Isn't Spore going to do something similar?
Spore is going to be just a weak clone of SimLife.
Everyone had read Slashdot yesterday, right?
No, I never read it.
This?
Yup!
I was wondering more about the quality and speed of the rendering.
It's slow, even on my FX5900(which admittedly is a bit old, but the demo is also from 2004). The "felt" framerate must be around 25 per second, the quality is worse than QuakeIII but that could be a models and textures issue and might be unrelated to the engine. It's all very dark and brown/gray/dark yellow-beige-ish are about the only color variations to see in that demo.
For a game like that, there is no functional difference. Procedural generation is procedural generation, nothing less.
If you can do procedural production of textures and models in real time, then a virtual world could have much more variety.
Imagine an 64-bit computer with 64 GB of memory and how rich its games could be...no team of artists can fill that massive amount of memory with data.
with 64 GB of memory
I thought having that much memory would have adverse effects? Or maybe that's the cache...
Everyone had read Slashdot yesterday, right?
Hrm, interesting article
with 64 GB of memory
And combine that with quadchanned FBDIMM using 2GHz DDR3 modules to get that 64GB streamed through CPU at least twice per second*
*) assuming 100% efficiency in data transfers.
You want to see something awesome? Check this out (SSE2 capable system required, win32 executable but runs through wine). It is a proof-of-concept realtime ray tracer that is able to trace dynamic scenes. That particular one is really simple one, just four spheres containing 8k triangles and only primary rays. The KD-tree - BVH hybrid data structure gets rebuilt from scrach every frame (1-2ms on 4GHz p4). You can read the performance statistics from the thread. It supports dual CPU's too.
May I (yet again ) say that RT is what should be The Next Thing in CG
Damn, you people suck at trolling.
Am I any better than the others?
Instead of storing the graphics, the graphics editor stores the brush strokes used to create them.
They don't use brushes, just gimp-like filters, like blur, distort, add and others.
Also it uses a modified version o UPX compression.
They don't use UPX, Ryg made kkrunchy (compressor used to make kkrieger) from scratch.
This is from their FAQ. More than two years have passed and I dare to ask: which year?
They aren't going to finish it.
On a side note, I'm thinking about making something like .kkrieger, but it's just a future plan at the moment (although I have texture and map generation code ready, as well as nice player physics).
Thank goodness KK got here. This thread was turning A.cc into a house of lies.
Doesn't look too bad, but easy to get stuck and movements aren't fluid enough.