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Kkrieger – A 96KB first person shooter

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Re: Kkrieger – A 96KB first person shooter

#61
post #51

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 :)

"In some sense, getting 1k colors out of a CGA is the contra-movement to node.js" Is it? I have the feeling node.js development has the same spirit, getting some tech (JS) to do something it was never ment to do.

>>getting some tech (JS) to do something it was never ment to do

That's pretty much my reaction to the entire modern WWW. What started as a way to serve some simple static text has evolved into something that is truly amazing. Using a modern "webapp" like Fusion 360 (3D CAD) is a miracle of technology.

Re: Kkrieger – A 96KB first person shooter

#62

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 always found that matrix algebra and that stuff is so much easier to learn with 3d graphics. You can see what it is doing.

Almost any math is easier when you have a use for it.

Re: Kkrieger – A 96KB first person shooter

#63
post #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.

I played it on a 250$ (and years old) desktop when .kkreiger came out and it worked great.

Re: Kkrieger – A 96KB first person shooter

#65
post #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?

Oh, you young ones.

Back in the day on the Atari ST it was all assembly because C was just too slow.

https://youtu.be/cpezr7puRFo

None of my stuff was included because it really wasn't good enough.

Also the guy who did most of the music for the Synergy Megademo, Joris de Man, went on to do music and sound effects for Killzone and lately Horizon: Zero Dawn. So proud of him.

Re: Kkrieger – A 96KB first person shooter

#66
post #8

Earlier quoted context omitted.

It's amazing how many things the guy in the video gets wrong. ;)

Hah, this poor guy is reviewing a demo as if it's a game, and sounds hilariously clueless in the process. "I'm amazed they didn't finish this game, this plays really well." To be fair, a legitimate review would have just been "Holy shit, this is 96k. Holy shit. Just 96k. Jesus. That's less than the space taken than a single screenshot. Wow." EDIT: Oh, I see what happened. He thought "demo" referred to a game demo, as…

The archived site emphasizes that "this is a beta version, and there are a lot of known bugs." It's not unreasonable to assume they intended to do more with it.

Re: Kkrieger – A 96KB first person shooter

#67
post #7

Earlier quoted context omitted.

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.

No, they're real gamedevs. Much like Richard Garriott, they built their own tools, unlike every AAA company out there using someone elses engine. These guys did the ALL of the work from the ground up. That's REAL development.

I have enormous respect for these guys for everything they do, but condemning someone for using a third-party engine that works fine instead of reinventing the wheel is silly. Some people love and excel at making engines; some people love and excel at making content. We need both.

Re: Kkrieger – A 96KB first person shooter

#68
post #41

96KB? A guy I know wrote a Minecraft clone, a left 4 dead clone and a populus clone in 4KB each. (he also wrote the real Minecraft)

IIRC, the "Left 4 Dead clone" was a single-player top-down shooter with sub-Atari 2600 graphics, and the "Minecraft clone" was basically a screen saver, zooming non-interactively through endless raycast cubes. Much respect for doing that in 4K, but it's not directly comparable to a fully textured and lit FPS.

Re: Kkrieger – A 96KB first person shooter

#70
post #45

Earlier quoted context omitted.

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/

Dude. Three.js has done so much for me, I can barely begin to describe the impact it has had on my career and life. You are literally responsible for enabling me to pursue what I love to do, and put bread on my table in the process. Thank you SOOOO much for your work.
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