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3 topics in one: some REALLY good stuff in here!


The_One

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I thought about making three separate threads for the info I'm about to give you, but I'll avoid spamming the forums ;) Anyway, there is some really juicy info here!

 

1. There is now a video of the Unreal 3 engine available. It's a shaky cam, but it does look very impressive. I still think Doom 3 and Half Life 2 look better, but this engine could easily rival them - bear in mind this video isn't exactly the best in quality ;)Click here!

 

2. There is a review of the NVIDIA GeForce 6800 Ultra over at Tom's Hardware. Boy, does this graphics card look good! "12.000 points in 3DMark 2003. A score of over 60.000 in AquaMark 3. Over 60fps in Halo at 1600x1200 and more than 50fps in FarCry with High FSAA and 4tap anisotropic filtering at 1024x768." I'd still hold off buying though, if only to see what ATI come up with in response. Check the review out here!

 

3. Now this is absolutely AMAZING!! You all have really got to check this out. Someone has made a really impressive game (it's a FPS). But what's really impressive is that the game is only 96kb!! That's right, about the size of 2 or 3 average Word documents! God knows how they did it, but the game isn't half bad too :DClicky!

 

Hope you enjoy all of that!

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Originally posted by The_One

3. Now this is absolutely AMAZING!! You all have really got to check this out. Someone has made a really impressive game (it's a FPS). But what's really impressive is that the game is only 96kb!! That's right, about the size of 2 or 3 average Word documents! God knows how they did it, but the game isn't half bad too :DClicky!

 

pno0001.jpg

 

Arse :(

 

B.

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the game ony loads for 2 secs and then quits

 

from the screenshots i conclude that

1. the beta is incorrect

2. all the game stuff get downloaded

 

its impossible from those screenies thats its only 96kb. IMPOSSIBLE. The screenies themselves must be three times larget than that together

 

edit: I have been prooved wrong in my ignorance! hurray

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It works fine for me, bear in mind it's beta, so it's not going to be perfect for everyone.

 

From the readme:

 

.kkrieger requires a relatively high-end machine to run properly. To be

precise:

 

- A 1.5GHz Pentium3/Athlon or faster.

- 512MB of RAM (or more)

- A Geforce4Ti (or higher) or ATI Radeon8500 (or higher) graphics card

supporting pixel shaders 1.3, preferably with 128MB or more of VRAM.

- Some kind of sound hardware

- DirectX 9.0b

 

We've done some testing to ensure it runs on all hardware meeting those

requirements we could get, and we checked it runs on all major supported

configurations with current drivers, but with some graphics card/driver

combinations it might screw up. In case you have problems, please try

getting the most recent driver release from your vendor, and only if the

problem persists contact us (refer to the contact section).

 

And, Alegis Gensan, it is possible. I've got it running myself, remember? I couldn't quite believe it - although I've seen stuff like this before (I remember about a 5 minute rolling demo with music going through 3D rendered environments in 60kb!). They have competitions and the like to encourage people to get as much as they possibly can into small files. I shut off my internet connection when I was playing it, just to be sure it wasn't cheating ;) Although, if you can run it correctly, you'll notice it takes a long time to load - which is understandable given the small file size it has to uncompress.

 

Very impressive :)

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Just saw this in the Readme:

 

In general, if you have any technical questions concerning .kkrieger, either refer to our

web site or contact us via email. However past experience shows that there are some rumours

and misunderstandings about our work that are very hard to correct, so we'll state the truth

here, in written form, for all the world to see :)

 

- 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.

 

And for the record, I'm using Windows XP Pro SP1a, with all the latest updates. I'm running a Radeon 9800 Pro with the latest Catalysts and DirectX 9.0b. Runs great!

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