Live data from Hacker News

Kkrieger – A 96KB first person shooter

en.wikipedia.org

41–50 of 79 posts

Re: Kkrieger – A 96KB first person shooter

#42
post #24
post #21

Earlier quoted context omitted.

From the wikipedia article: The entire game uses only 97,280 bytes of disk space. In contrast, most contemporary first-person shooters fill one or more CDs or DVDs. According to the developers, .kkrieger itself would take up around 200–300 MB of space if it had been stored the conventional way [0] [0] https://en.wikipedia.org/wiki/.kkrieger#Procedural_content

So after it generates all the assets in RAM, the game takes up 200-300 MB?

Right.

Re: Kkrieger – A 96KB first person shooter

#43
post #24
post #21

Earlier quoted context omitted.

From the wikipedia article: The entire game uses only 97,280 bytes of disk space. In contrast, most contemporary first-person shooters fill one or more CDs or DVDs. According to the developers, .kkrieger itself would take up around 200–300 MB of space if it had been stored the conventional way [0] [0] https://en.wikipedia.org/wiki/.kkrieger#Procedural_content

So after it generates all the assets in RAM, the game takes up 200-300 MB?

Yes.

Re: Kkrieger – A 96KB first person shooter

#44
post #15

Earlier quoted context omitted.

Tell that to the AAA market.

AAA games often project emotions too - just a different _kind_ of emotions. Just because Modern Warfare is a different experience than Inside or Fez doesn't mean you don't feel anything when playing it. There's plenty of place in the world for all kinds of games.

I don't get the hate for CoD. I played all but last Modern Warfare installments and really liked the single-player campaign!

Re: Kkrieger – A 96KB first person shooter

#45

Earlier quoted context omitted.

Farbrausch definitely inspired me to get into programming, just so I could program something 3D. Learning how to program was the easy part; figuring out how 3D graphics work was harder, because of all the complicated math/algebra involved. I eventually got some lit and textured polys going, and some shadow mapping (even wrote the Wikipedia article on it), then gave up and settled for web programming. (Hey look, WebGL…

I'm very excited and intimidated by WebGL and other graphics/animation platforms for the web. It's something I've always been very interested in but I don't have any clue on how any of it works. I think it will probably always remain mostly separate from the type of typical web dev work I do, but I still want to learn it.

That's what three.js is for <o/

Re: Kkrieger – A 96KB first person shooter

#46
post #15

Earlier quoted context omitted.

AAA games often project emotions too - just a different _kind_ of emotions. Just because Modern Warfare is a different experience than Inside or Fez doesn't mean you don't feel anything when playing it. There's plenty of place in the world for all kinds of games.

I don't get the hate for CoD. I played all but last Modern Warfare installments and really liked the single-player campaign!

I know the spin-offs catch a lot of shit—and the first Black Ops was awful—but Black Ops II, for all its problems, does more interesting stuff in both its single- and multi-player than I've seen in another console FPS since Perfect Dark.

[EDIT] though, to be clear, still far less than Perfect Dark did.

Re: Kkrieger – A 96KB first person shooter

#47
post #5

those are real gamedevs

At the time this was released, the game performed terribly (as in, incredibly slowly) on all but most advanced PCs. The "real gamedevs" (such as Carmack) were trying to optimize for performance and working on the most possible hardware configurations. Stuff like Quake was impressive not just because of good gameplay, but also how smooth it ran even on really shit machines.

Re: Kkrieger – A 96KB first person shooter

#48
post #3

A few years ago, Farbrausch released a lot of the code for their demos on GitHub : https://github.com/farbrausch/fr_public I think it contains .kkrieger but I didn't try it.

It may be of interest to note that this includes their tools as well as the actual produced demos.

Yep. At one point they were trying to make their procedural modeling tool .werkkzeug into a commercial product targeting mobile game dev. But, I guess they didn't find an audience.

If you find that interesting, you really should check out http://tooll.io It's pretty much a more modern take on .werkkzeug with a focus on usability rather than compression.

Re: Kkrieger – A 96KB first person shooter

#49

I wonder how many young people were inspired to take up programming because of the work of Future Crew, Farbrausch and the like. I certainly was, after experiencing what FC did with Second Reality. Props to Farbrausch for publishing so much of their code. In some sense, getting 1k colors out of a CGA is the contra-movement to node.js :)

Future Crew and their Second Reality got me into demo scene back in 90s! Those were the days when we coded proof of concept demo effects which we later optimized using inline assembly in Borland C++. Shouts go out to Asphyxia for great demo-programming tutorials.

To stay on topic, what is the true news value here?

Re: Kkrieger – A 96KB first person shooter

#50
post #7
post #5

those are real gamedevs

No, those are real demodevs. Games are not about technical superiority - they're about having fun and projecting stories and emotions, just like any other art form.

Weird that so many demoscene programmers work in games...
Post reply on HN