IceDigger
[H]F Junkie
- Joined
- Feb 22, 2001
- Messages
- 12,089
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Originally posted by 101998
I remember these guys, they put out a 3d demo a couple years back, it was about 10minutes long full 3d and music and it was only 64k. I remember the compression ratio was 30000:1 and throughout the demo it unpacked almost 2gb of info.
Originally posted by IceDigger
The demo scene is really amazing. The coders coding these things own you.
The demos just mesmerize you. The music, the visuals, the WOW factor.
While this is great for programming and graphics techniques, the size of the program is secondary for the hit you'll take in generating the textures. A game like this would be impractical since you can't have custom textures (ie faces) and the loading times for each level would leave gamers bored to death.Hi...
As I'm one of the guys responsible for this game, let me explain a few things.
First, to all the people saying this is senseless etc.: Please watch every second story posted on /. - most of them are about people doing something nobody in their right mind would ever try. So come on
Then, a few clarifications:
Yes, we are the same guys who are responsible for FR-08: .the .product and all the follow-ups (which you can find at our home page, http://www.farb-rausch.de [farb-rausch.de]).
We don't use any hidden texture/sound or game generators in Windows. .kkrieger requires DirectX 9, but only to gain access to the graphics and sound hardware. OpenGL and whatever audio API would also work, we just chose to use DirectX. Maybe we will even release a Linux version in the future (which should be about the same size using X and ALSA), but as all this is done in our spare time and none of us has a linux desktop PC, it's rather improbable. So, the only thing where we "cheated" and used ressources from Windows are the Arial and Times New Roman fonts which we use as base material for our fonts (heavily processed tho). This and all Windows DLLs that are essential for running. We don't even use any external libc.
All content, that is: the textures, the models, the map and part of the animations is generated procedurally. The basic concept is a modular graphics synthesizer which only stores the steps needed to opbain a certain image or mesh with their parameters. On www.theproduct.de [theproduct.de] you'll find a short explanation. .kkrieger uses the very same concepts, only in a really evolved and refined way.
Also the sound is created procedurally by a virtual-analog software synthesizer processing heavily compressed MIDI data. It runs in real-time (for the music) as well as as pre-processing step (for the sound effects). Actual sound output is done via simplest DirectSound programming.
The graphics engine is made for Doom3-style graphics, that means full Phong lighting model with various light sources and normal mapping everywhere, and of course stencil based shadows. It requires a PS1.3 level graphics card such as a GeForce4Ti or a Radeon8500 or better, though it's only fun on at least a Radeon 9600 or a GeforceFX 5700, we know.
We also know about the insane hardware and memory requirements and all the bugs as well as the mostly missing gameplay, but we worked on it (partly) for about two years and we definitely wanted to get it out at the Breakpoint party [untergrund.net] on Easter. This meant lots of things we had to cut, this meant lots of thigs we didn't test, and we know this beta is far from perfect. But expect a final version in a few months (we'll definitely take some rest now) which will be about 128k and not only feature less bugs, hangs and fsckups but only vastly more content and hopefully an improved engine capable of real vs/ps2.0 support for more speed and quality. Oh, and gameplay. And monsters that actually DIE instead of just being turned off
Hope that clears up a few things...
Tammo "kb" Hinrichs
Farbrausch Consumer Consulting
freelance audio programming guy for .kkrieger
shocked that our server is still alive.
Originally posted by 101998
I remember these guys, they put out a 3d demo a couple years back, it was about 10minutes long full 3d and music and it was only 64k. I remember the compression ratio was 30000:1 and throughout the demo it unpacked almost 2gb of info.
Why? There's no need to. With oodles of disk space and DVD media and bundles of ram there's no need. You can get better and more realistic textures by prerendering them. It takes up more space, but it's a hellofa lot faster than procedural.Originally posted by Stanley Pain
Several years from now when computers are ridiculously fast, I'd say most games will start implementing procedural coding techniques.
Originally posted by mjz_5
if anyone wanted to know, i get an average of 40 FPS
Originally posted by XBLiNKX
is that with your duron system of A64?