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Old April 20th, 2004, 03:34 AM   #1 (permalink)
NGC 3370
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96k game,awesome

Hey I just downloaded a game that was only 96k and it is way cool for the size. unbelievable what it contains for the size.
check it out for yourself
www.theprodukkt.com
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Old April 20th, 2004, 04:18 AM   #2 (permalink)
Final_Vision
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This game has serious issues with clipping and collision detection

But seriously that was pretty awesome for less than 100k, some cool lighting effects. I got stuck though. Got to a door that would open, but I couldnt go through and the spider things on the other side were frozen
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Old April 20th, 2004, 10:49 PM   #3 (permalink)
Psychonaut
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I saw it a while ago. It's pretty cool for the size. Actually, it's pretty surprising.
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Old April 22nd, 2004, 04:00 AM   #4 (permalink)
DE
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Yup, it's pretty cool how they did it too.
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Old May 1st, 2004, 11:01 PM   #5 (permalink)
Arch
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I have a 2.53 GHz system with 512 MB RAM, Radeon 8500, blah blah... and that game slow as hell!
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Old May 1st, 2004, 11:26 PM   #6 (permalink)
[0hr]Sunlapse
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Quote:
Originally Posted by Darkness Eternal
Yup, it's pretty cool how they did it too.
do they have a FAQ or something that explains it?
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Old May 23rd, 2004, 04:40 AM   #7 (permalink)
greatapoc
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Quote:
Originally Posted by Sunlapse
do they have a FAQ or something that explains it?
There's a readme in the zip file with the details in it.

Quote:
- 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. Itīs rather a
selection of useful operations and their parameters to optimise the results.
Runs ok but not that well on my machine. 2500+, 512mb PC-3200, 9600XT.
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Old May 23rd, 2004, 09:19 PM   #8 (permalink)
teeli
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actually
this is a new form of the origional idea, called the product. (releasted sometime 2001 or something)
it was a 64 kb video, that lasts about 15 minutes. i dont reemember
the origonal site to download it...
so google it.
keywords to use = the party, the product, 64 kb movie
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