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96kb 3d fps!!?
Anyone tried this,I'm speechless
check out for download:http://kk.kema.at/files/kkrieger-beta.zip http://kk.kema.at/files/gfx/snap1.jpg http://kk.kema.at/files/gfx/snap3.jpg http://kk.kema.at/files/gfx/snap4.jpg |
No offense, but that bit of news is a couple of years old. It's been mentioned twice already, in 2004.
A cool little game, yeah. |
really and no new release since then,coz of demanding system specs.for 04 nobody wanted to see more?
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The demoscene strikes again!
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Yeah, nice showcase of some wicked compression technology. Does anybody know how the hell this actually works? Made me scratch my had a LOT when it came out, in the days of UT2004 that took away a whopping 5 freakin' gigs of my hd. AYYYYYYEWWWWWW.
Oh: http://en.wikipedia.org/wiki/.kkrieger Quote:
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Yeah, that's procedural content creation, one of the reasons why DVD9 should be more than enough for Xbox 360 games. :)
Textures and models are described using mathematical formulas, not pixel and mesh information. |
True. I think (if I got that correclty) it's like this: Instead of the whole content being ready for the game to run eveything is created either on the fly or prior before you start the program by algorithms..
Is it worth the extra hassle, though? Wouldn't it be easier to do it the traditional way and let your artists draw all these nice textures, build models and just store them on a disc? Looking at my UT2004 folder, the texture folder alone(!) is 3 gigs in size...so it might be an issue for future games. I don't know. |
Every approach has its pros and cons. With procedural generation, for instance, it's very easy to create many unique variations so the texture doesn't have to repeat itself. Procedural textures can also have depth (they can be 3D), but I guess that would be more important if more today's games were based on voxels and not polygons. Procedural generation also allows players to combine elements and create their own unique content with relative ease. Spore is a great example of that.
But of course, not every image is well suited for mathematical description. A real life, detailed photograph with many unique parts and very few patterns is not easy to reproduce that way, for instance. |
And all things overly mathematic, algorithmic suck balls. Says the ex Informatics/Digital Media student.... bah. :P
It'll be interesting to see if 3D gaming will stay mainly polygonal. With the chips that have been out there for ten years now, they obviosly will. Curious if this might change in the future and what say a more refined Voxel technology than in Outcast or Comanche is capable of doing. |
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I'm not impressed, so it generates a game on the fly, so what? If they could drastically lower the system requirements by increasing the size to half a meg, that would be more interesting, certainly a lot more practical.
There's an FPS called cube that lets you edit levels in the game, and efficiency and hardware requirements don't suffer much because of it. And it's only around 25 - 30 megs, at least 10 megs of which is music, I'm sure they could cut it down a lot by reducing the amount of content if they wanted to. |
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Spoiler:I started studying Digital Media and everything went pretty fine, BUT I failed one important exam. :frown: Then I switched to Computer Science, since both basic study periods were more or less identical, but I didn't quite like it it that much. Too much Maths. :) Quote:
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To give my post some on-topic content; kkrieger did in fact seem to generate the textures prior to the launch of the game, since it took at least two minutes for it to load on my 2800XP. The group also released some kind of content creation tool called .wwerkzeug, as far as I know it didn't receive major acceptance in the scene. Hell, I downloaded it and didn't even know what it was for, not to mention I had no idea how to use it. |
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Compare and contrast a web site from a department of Computer Science with the Blackberry-wielding cretins who stare gormlessly out from an Informatics one. Do you want to stab them in the face, or is it just me? |
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Assembler? I though it was called "assembly language". |
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Spoiler: If I'm not mistaken, at least some parts of kkrieger were written in machine code. |
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Oh, I see.
As you may have been able to tell, I dislike the term 'Informatics' with a passion, and the potential confusion has just given me yet another reason. I wonder what the German word for our 'Informatics' is then? :) |
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