PooperScooper
Aug 17, 2004, 22:07
Yeah, you heard me right: A 96k game that looks as good as Doom 3
Check this out (http://www.theprodukkt.com/kkrieger.html#dload)
Download it, extract and run.
Ok, to be fair this game plays like shit. Its no fun. And you need a good system to play it (DirectX9b only). Plus its only the first level.
BUT ITS 96K!!!!
NINTYSIX KAAYYYY!!!!!!
Is this a mind-fuck or am I being a dumbass and not spotting the oh-so-obvious tomfoolery.
netniV
Aug 17, 2004, 22:19
I don't have a good enough graphics card to be even able to play this. Btw, I suspect that it could actually be downloading stuff didn't actually check, but I will do in a mo.
PooperScooper
Aug 17, 2004, 22:50
This is where I got it from:
http://ina-community.com/forums/showthread.php?threadid=405974
It has something to do with DirectX 9B. They have developed some weird type of engine that generates textures and whatnot, cutting down the meat of the game.
Still, its crazy to play a game that looks like that and has come from a 96k zip file.
Cloudane
Aug 17, 2004, 22:51
Seen it before... I wouldn't have said the graphics were as good as Doom 3, but *extremely* impressive for 95KB.
Thats impressive for 95mb!
harry007jnr
Aug 28, 2004, 01:43
Doesn't anyone read 'readme' files anymore!
7. technical FAQ
----------------
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. Itīs rather a
selection of useful operations and their parameters to optimise the results.
Without mouselook inversing I find the game quite unplayable though (it's what I'm used to, bite me!). Still, quite impressive.