nik_bg Posted May 25, 2004 Posted May 25, 2004 If you want to see a DirectX9 shooter just in 96K file, go to http://www.theprodukkt.com Free download and enjoy And don't forget to read the readme.txt
Morgoth Posted May 25, 2004 Posted May 25, 2004 So that means we don't need a Doom3 anymore? Rain makes everything better.
nik_bg Posted May 25, 2004 Author Posted May 25, 2004 So that means we don't need a Doom3 anymore? may be in the near future game engines will generate their own level geometry and textures, so we will not need designers and artists
Morgoth Posted May 25, 2004 Posted May 25, 2004 So that means we don't need a Doom3 anymore? may be in the near future game engines will generate their own level geometry and textures, so we will not need designers and artists Wahhhhhhhhh the nightmares!!! :D Rain makes everything better.
FrankK Posted May 25, 2004 Posted May 25, 2004 Hmpph. Still wouldn't fit in the memory of my Apple II+...maybe if these guys optimized for size.
EnderAndrew Posted May 25, 2004 Posted May 25, 2004 I actually have an Apple II, and Apple II GS emulator on my computer running the Oregon Trail. That is the height of coolness.
JohnDoe Posted May 27, 2004 Posted May 27, 2004 This is cool. Of course, I don't believe generating textures and sounds would ever be a viable option, for 2 reasons. 1. The amount of processing required to create good graphics this way will always exceed the amount doing it the tradiional way. Hence, the traditional way will always manage to look better. 2. This is a way to save space, and storage is getting ever large and cheaper, making it less necessary. My hat is off to those guys though... Brilliant programming (I see a lot of people on the net saying how "easy" it would be to do or mocking them for not writing it all in assembly... I'd like to see them make something before criticising).
FrankK Posted May 27, 2004 Posted May 27, 2004 No doubt it's a nice chunk of code. Procedural texturing is fairly common these days, but nothign to this extent. It's more of a proof of concept, but nice to see people taking on these challenges. I wonder if they are looking for work...=)
mkreku Posted May 27, 2004 Posted May 27, 2004 I didn't even know it was possible to code a 3D-engine in under 100Kb! And they managed to cram in graphics, level design, weapons, monster design, weak monster AI, lighting effects (!), shadows, a few menu options and even a small demo running before the actual "game". Well, I am truly impressed. 96kb. I've taken bigger pictures of my d!ck, and that's saying something! Swedes, go to: Spel2, for the latest game reviews in swedish!
Frosty_V2.1 Posted May 29, 2004 Posted May 29, 2004 Very impressive, I remember a found out about the 64k demo scene in a forum a couple of years ago and was totally amazed, back then it was flybys with the cool geometry and music, actually not much worse than what you see in this demo and now they've gone and done this heh, nice !
omnimutant Posted June 9, 2004 Posted June 9, 2004 Wow that was awsome! 96k? I'm truely blown away. I could only imagine what that game could be inside of 10 meg! I dont understand how they got the Music compressed into such a small file? But then again I'm not a dev so I wouldnt know these things. Anyhow GJ guys, that was truely amazing!
Guest Surlent Posted June 9, 2004 Posted June 9, 2004 JohnDoe 2. This is a way to save space, and storage is getting ever large and cheaper, making it less necessary What about handheld gaming platforms ? I think this idea would do well there.
Eclecticist Posted June 9, 2004 Posted June 9, 2004 That is an impressive piece of software. I wish I knew the specifics of how they did it. *realizes potential knowledge is at fingertips*
crakkie Posted June 11, 2004 Posted June 11, 2004 This is cool. Of course, I don't believe generating textures and sounds would ever be a viable option, for 2 reasons.1. The amount of processing required to create good graphics this way will always exceed the amount doing it the tradiional way. Hence, the traditional way will always manage to look better. How does 'reduced processing' mean better looking textures? The textures in this game are as good as most games out right now. These bricks, for example, though they are a little too specular. Things like faces and paintings on the walls would be difficult to model with this system, but for wall and floor textures, this is great. The most interesting thing about this game is that the frikkin level geometry, models, and animations are procedural (and they have a demo that has procedural voicing). The sound and music aren't as hard to imagine (the sounds sound like fm). If one can create level and model geometry this well algorithmically, then you can possibly create random levels (with mind-numbingly complex heuristics) that would look this good. Random towns you would encounter on a map would be different every time you played a game. In a galactic exploration game you could find a new world every time you landed, like you would if you were actually exploring the galaxy. Hell, the entire game might be different every time. This would be a lot of work, yes, and much more research needs to be done on this subject. Occasionally your generated medieval town might be a big cube with dodecahedron buildings and your generated aliens might be blue puddles that only talk about cheese, but if it actually worked reliably...that would cool. This is something I've always wanted to do in a game ( my dream job -- random-procedural content generation, or so I call it ), ever since I played Planet's Edge. Nice to see it's being done so well without me. Do any Dev's know about research on content generation? Any papers or articles? I'd appreciate it. Oh Jimmy, you were so funny. Don't let me down. From habit he lifts his watch; it shows him its blank face. Zero hour, Snowman thinks. Time to go.
bigbrotheriswatching Posted June 11, 2004 Posted June 11, 2004 AMAZING! Ubelievable to see what can be done with 96kb. No need to upgrade my PC anymore...
nik_bg Posted June 11, 2004 Author Posted June 11, 2004 crakkie, you are completely rigth. IMO this is the future of all games - dynamically generated random content. This is completely new universe compared with today's technology. We need much more time when it will be available. But even in today's games it is possible to add such - e.g. in KOTOR like games we may think about random placement of boxes/chests and their content, random placement of your opponents before fight, something like this. I also woulk like to ask software developers (hey, FrankK, where are you ) if they could provide links to some articles on this subject. I've found only on procedural texturing. Nik.
crakkie Posted June 11, 2004 Posted June 11, 2004 I googled around and found a few. http://www.centralpictures.com/ce/tp/paper.pdf An academic paper on building procedural cities. http://unreal.epicgames.com/Fire/AnimatingTextures.htm Unreal's procedural textures http://www.planetside.co.uk/terragen/galle...=8&ind=1&group= A somewhat impressive procedural landscape design program http://mrl.nyu.edu/~perlin/doc/hypertexture/ Noise, from Perlin http://www.gamasutra.com/features/20010302/oneil_01.htm Procedural planet generation http://accad.osu.edu/~smay/al.pdf A procedural modeling and animation language http://liris.cnrs.fr/docs/RR-2004-008.pdf Putting cracks in your models, procedurally of course http://www.devx.com/Intel/Article/20182 Procedural content creation overview Initiative! That's what I need more of. Hope this helps, nik. Oh Jimmy, you were so funny. Don't let me down. From habit he lifts his watch; it shows him its blank face. Zero hour, Snowman thinks. Time to go.
nik_bg Posted June 14, 2004 Author Posted June 14, 2004 crakkie, Thank you for the list. I have found in a prevoius search most of these articles. Another interesting link is http://mandelbrot.dazibao.free.fr Perlin functions are known since 1983 and they are really very usefull for generating textures and bump maps. Unfortunately this approach is very resource consuming and is not applicable at run time, but at design time great looking textures can be created by artists and designers. I myself plan to write a small texture/bump editor based on perlin functions - just for fun The more interesting is to create some modeling script engine. There are 2 links in your list on this topic I haven't found and I will read them very carefully, also will search for others. Nik.
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