First Person Shooter - Under 100KBs of Code 741
Cariad Ilmara writes "For those of you old-timers who spent days & nights trying to get your code fit into 64Kb, here's the first beta of .the .produkkt's next FPS: .kkrieger. Moderately beautiful, what's impressive is it can fit inside the UT2004 readme. The demo is 96Kb zipped. All textures are procedural and generated at startup. Screenshots available
here, here, here, here, and here. You still need a relatively recent computer (~1.4Ghz, 512MB RAM) and a DirectX8 GPU (Windows required)."
wow (Score:0, Funny)
Windows only? (Score:5, Funny)
Torrent file (Score:5, Funny)
96k (Score:5, Funny)
System Requirements (Score:2, Funny)
Cool stuff though, I'm always amazed at how efficient people can make software, and this is a prime example of it.
64 Kb (Score:2, Funny)
For my first paid programming gig, I had to stay within 8 Kb. You young whippersnappers with 64 Kb had it easy!
Re:awesome... now only if they'd do this for linux (Score:5, Funny)
Re:Amazing (Score:3, Funny)
Re:64 Kb (Score:1, Funny)
Re:so, what does this really advance? (Score:5, Funny)
Torrent anyone? (Score:4, Funny)
It's taking forever to download . . .
Re:zipped doesn't count for size (Score:5, Funny)
Packed: 97,256
Unpacked: 97,280
It's quite obvious the original assertion is misleading since it's zipped and it's smaller!
Re:Torrent file (Score:3, Funny)
Re:wow, but... (Score:1, Funny)
Instant review (Score:5, Funny)
Re:so, what does this really advance? (Score:5, Funny)
Re:64 Kb (Score:5, Funny)
Wait a minute . . . what were we talking about?
Re:Anyone remember omniscent? (Score:4, Funny)
Actually, it was the first 4*PI steradian shooter.
Re:64 Kb (Score:5, Funny)
And you try and tell the young people of today that
Why are they all set in dark machine rooms? (Score:5, Funny)
I want a FPS game set in a sunlit mountain meadow with birds & butterflies flitting about.
So I can see the blood....
TDz.
Re:64 Kb (Score:2, Funny)
But we were 'appy!
Game Requirements (Score:5, Funny)
1.4 GHz Processor
512 MB Ram
96 kb HD Space
Well at least my computer meets one of those requirements!
4-bit representation of checkerboard texture (Score:4, Funny)
01
You may have to scale and tile it a bit.
Bill Gates was right (Score:2, Funny)
640Kb was enough after all!
Re:in that case (Score:4, Funny)
Re:Great Compression (Score:3, Funny)
Re:in that case (Score:5, Funny)
Re:Amazing (Score:5, Funny)
Please be sure to stick to standard Slashdot etiquette. In making a joke about accidentally messing up your system, it is customary to truncate the last bit of the message and terminate with [NO CARRIER] or some sort of +AT code.
Applying to your situation would give us:
Do you see? That's instantly at least 1337% funnier. Remember this trick for next time.
Re:in that case (Score:5, Funny)
Re:100KB, please (Score:2, Funny)
I have a feeling yours is very small, sir.
Re:in that case (Score:3, Funny)
works so far.
Re:64 Kb (Score:2, Funny)
Re:awesome... now only if they'd do this for linux (Score:5, Funny)
Hell, It wouldn't be all that much code to port.
Really? Gonna port DirectX 9 to Linux during your lunck breaks, are ya?
Re:Why are they all set in dark machine rooms? (Score:3, Funny)
Re:2K raytracer (Score:2, Funny)
%!IOPSC-1993 %%Creator: HAYAKAWA Takashi<xxxxxxxx@xx.xxxxxx.xx.xx>
H/A/copy(z&v4QX&93r9AxYQOZomQalxS2w!!O&vMYa43d
X&55SAxM1CD7AjYxTT
F&&vGoGSnCT0g&wDml
Z&lx1CS9d9nE4!k&X&
]&2AY2A776ddT4oS3o
V1c&j2AYdjmMdjjd!o
cvx}forall
Re:in that case (Score:4, Funny)
LOL!
:-)
The first cheats are already available... (Score:2, Funny)
Bill was right all along! (Score:5, Funny)
Re:2K raytracer (Score:2, Funny)
Re:Torrent file (Score:2, Funny)
Re:Instant review (Score:4, Funny)
Yeah, but the baddies were just procedurally generated with the DirectEnemies module, and the whole thing uses the built-in functionality of DirectAI.
completly worthless (Score:0, Funny)
%
bash:
% chmod 777 pno0001.exe
%
bash:
% bash pno0001.exe
pno0001.exe: pno0001.exe: cannot execute binary file
%
What directX? Does this use openGL or software? what lib of sdl do you need?
Re:Libraries (Score:5, Funny)
It's much worse than that. I actually tried to install one of these things. Turns out the damn thing requires a computer, too! Lying bastards didn't tell me that I need space on my desk for a monitor, neither! I'll tell you this much. I never had any of these problems with my WebTV!!
Re:in that case (Score:4, Funny)
(In theory, anyway).
Re:Amazing (Score:2, Funny)
Re:Amazing Screenshots (Score:2, Funny)
Seriously, this concept did not originate in CS.
Re:in that case (Score:5, Funny)
The statement "Nothing is certain or provable" disproves itself. If, in fact, it is true, then it is a certainty in itself. If it's not, then it leaves the door open for certainty and provability.
Re:I would be more impressed... (Score:5, Funny)
I totally agree with your post.
A couple of days ago I executed an MD5 hash and it was more functional than this.
Years ago I was thinking of writing a ray-tracer in 1 bit. But, I couldn't decide if I should write it in Java or C#.
Then I picked up my copy of "The Zen of Assembly Language", but unfortunately a little too swift so the dust cloud that that generated kept me from entering my parents basement for a couple of days.
"The Zen" is truly the a great piece of work, although I don't really know why we would need to use these new fangled 16-bit CPUs.
But back to the subject, let's walks through how this game could be done SOOOO much better:
A "basic" raytracing algorithm is very simple - you simply map a texture over a wireframe model and then scale the result by dividing the x and y dimensions by the z distance.
That's right. That's EXACTLY how a raytracer would work, if there ever was one. I think for this one we should also implement tracing the actual rays, to add to the effect. Btw, I've got a nice wireframe model sitting in my backyard that can be used for this. Again, I think this really can be done in 1 bit.
Basic FPS gameplay would involve loading your device handlers (mouse, keyboard, etc...), and writing a response loop.
I think we can safely say that with mouse, keyboard, speech synthesis, speech recognition and a couple of other run of the mill devices this could be done in 2 bits, give or take 1.
Asynchrous gameplay (i.e., enemy moves as you stand still) can likewise be handled by chaining the timer interrupt (18h? IIRC) to your "enemy movement" code.
What can be more simple than chaining an interrupt to the "enemy movement" code that appeared out of thin air? But because it deals with interrupts, maybe 2 bits??
I bet with a Z80 we could bring it down even more, but let's not get ahead of ourselves. It's better to keep the system requirements low. So far we can do this in a 74HCT04.
Collision detection, etc, could simply be brute-forced by plotting the vector of the expelled projectile until it collided with another object.
I have a question about this. Do you think we should also use radiosity on the projectiles? Because my plotter doesn't support that, and I'd hate to waste the ink. Well, let's round it off, say 3 bits. That gives us a target of 8 bits total.
There. We're practically done. What are these guys smoking. This can be done in 8 bits, on a 74HCT04.
[/sarcasm]
Sir, you are a fucktard. Your last experience with Assembler (yes I call it Assembler, not Assembly, sue me) seems to predate the invention of the 8086 CPU.
I actually write assember for a living, and I can tell you that what these guys do is amazing. They are squeezing the last drop out of the space. These are the people that _write_ books like the Zen of Assembly (which is in serious need of a predecessor).
Re:I would be more impressed... (Score:3, Funny)