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Geek Culture / 3D-games in less than 100 kilobytes

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mr Handy
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Posted: 5th Feb 2010 14:15
THREAD COPY FROM 20-LINES BOARD http://forum.thegamecreators.com/?m=forum_view&t=165411

Hi! Just found this two games on my PC, and want to share with you.
All is freeware (developers www.theprodukkt.com). (100% safe - KIS2010 checked)

I posted 'em here because it is smth like 20-line code challenge - a smallest game ever challenge. Just run them and you'll see, WHAT can be done in ~90KB. (one is fighting game (link is missed) and other is 3D FPS (see "kkrieger" section on dev's page))

Okay, okay, they are not 20-line, but this post will inspire people here for more hardcore challenges, and it will be the proof that even game with 20-line code can be like er...Crysis

(P.S. I'm not connected with developers in any way, and this post is not commersial as this two games are freeware)

P.P.S. 3D FPS screens:





Yep, that is 95 kilobytes game! And it is NOT uses any alien compression technology (or any other) for compressing "hundreds" megabytes of media.

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wizard of id
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Posted: 5th Feb 2010 14:27
This has been around since well way way back ....

So it is not impressive any more

"In my weird politically incorrect hypothetically incoherent contradicting obscured world definitively maybe"

JLMoondog
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Posted: 5th Feb 2010 14:43
I played their first demo several years ago. It is impressive what they accomplished, but still old news.


mr Handy
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Posted: 5th Feb 2010 14:48
there is two games - second is hilarious sumo simulator. have you played?

RUCCUS
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Posted: 5th Feb 2010 15:55
IIRC all of KKrieger's media is generated procedurally at runtime. So technically, yes the game itself is udner 100kb, but when it runs its generating well over 100kb of media in ram.
Zotoaster
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Posted: 5th Feb 2010 15:57
Plus, it's not very good for companies to do it this way, because generating everything procedurally is a programmer's job, and if (s)he's not a good artist, too bad.

"everyone forgets a semi-colon sometimes." - Phaelax
mr Handy
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Posted: 5th Feb 2010 16:13 Edited at: 5th Feb 2010 17:23
No, they have paint program and level editor - so they can have an artist.

So, what about sumo? Anyone played?

EDIT: btw, all media is NOT procedural (random or just math), because how did they made models, bone animation an textures for them? it is not procedural.

kaedroho
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Posted: 5th Feb 2010 18:08
models and animations just need a few numbers each. They could also be procedural as a lot of them are made out of primitives.

All the textures are also procedural.

Uncle Sam
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Posted: 5th Feb 2010 19:48
Just a couple of exes that don't appear to even run.....I hope you're not pulling a virus prank on me.

NeX the Fairly Fast Ferret
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Posted: 5th Feb 2010 20:06
They've been around for years and they're valid. Most of them use cut down libraries with unwanted functions removed. This triggers most AV.

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David R
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Posted: 5th Feb 2010 20:12 Edited at: 5th Feb 2010 20:14
Quote: "Plus, it's not very good for companies to do it this way, because generating everything procedurally is a programmer's job, and if (s)he's not a good artist, too bad."


I think this team made a bunch of tools for artists (if I recall correctly). I'm guessing it outputs a stream of instructions or something that can be dumped straight into code

Quote: "EDIT: btw, all media is NOT procedural (random or just math), because how did they made models, bone animation an textures for them? it is not procedural."


It is procedural: They're storing the instructions used to create the desired output, not the output itself.

+ I think it uses UPX which will trigger AVs off

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NeX the Fairly Fast Ferret
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Posted: 5th Feb 2010 20:16
Technically, Spore does procedural modelling, rigging, weight painting, texturing and animating. Is that impossible too?

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Peter H
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Posted: 5th Feb 2010 20:42
Been around for a long time...

It's pretty cool but they have huge problems with compatibility on different computers. Also, the loading time can take forever...

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NeX the Fairly Fast Ferret
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Posted: 5th Feb 2010 20:45
You could probably cut down on procedural generation time a LOT by using shaders to procedurally generate textures.

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thenerd
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Posted: 7th Feb 2010 18:45
you can procedurally generate some things quite easy, eg a .x file is just a text file, so storing that in code would be really easy...

NeX the Fairly Fast Ferret
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Posted: 7th Feb 2010 18:51
Why would you need to make a .x file when you could just put the mesh straight into the game?

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mr Handy
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Posted: 9th Feb 2010 11:50 Edited at: 9th Feb 2010 11:51
Oops, misunderstooding happened, sorry.
I meant that maps not just code math (like dot,rnd,rnd) because developers have an editor for them. So tech works like its recording your steps while you're drawing your map in editor (using procedural filters, yes).

kaedroho
Yes, i think they are primitives too. But After model re-creation they seems to be using some kind of vertex wielding algorithm.

Fallout
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Posted: 9th Feb 2010 17:21
I remember being visually blown away by that demo, many years ago. However, if I remember rightly, the game itself was utter crap. Still, it was an impressive tech demo in it's day.

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