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3D Igra u manje od 100kb
Ovo igru sam naso na jednom stranom forumu, provjerio sam nortonom i ok je.
Bas me zanimaju komenatari. Ja sam ostao paf, mislim vidio sam animacije u par kb al ovak neka igra. Na mojoj konf. radi bez trzaja, makar sam cito da je potrebna jaca konf. eto linka http://kk.kema.at/files/kkrieger-beta.zip p.s. ako je ovo vec bilo, moja isprika. |
Predobro. Igra ima bolju grafiku nego dosta igara izaslih prije godinu, dvije, a sve u 100kb. Meni malo steka i cini mi se kao da ima problema sa svjetlom i sjenama, onak zna malo treperit, mozda je to sam meni, ali predobro.
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Treba se ponekad i readme procitati :D
Igra zahtjeva (vjerovatno minimalno): - A 1.5GHz Pentium3/Athlon or faster. - 512MB of RAM (or more) - A Geforce4Ti (or higher) or ATI Radeon8500 (or higher) graphics card supporting pixel shaders 1.3, preferably with 128MB or more of VRAM. - Some kind of sound hardware - DirectX 9.0b BTW govorili smo o ovome i ranije, bilo je rijeci o 64k animacijama. http://forum.pcekspert.com/showthrea...&threadid=9926 http://forum.pcekspert.com/showthrea...&threadid=7783 |
kako je ovo moguce napraviti??
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kako je ovo moguce napraviti??
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Citiraj:
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Pa kolika je tu kompresija??jel ima jos gdje ovakvih igara
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Citiraj:
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. It´s rather a selection of useful operations and their parameters to optimise the results. |
tnx!nego jeli zna netko od vas stranicu gdje se mogu DL oni demoi od 64k,ja sam našao samo dva ali sam vidio da ih ima puno više samo neznam stranicu a kad sam ovo vidio :eek: :eek: :eek:
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Citiraj:
znam da se prije govorilo o tome, al ima vec dosta vremena pa mi se nije dalo trazit po forumu. zanimljivo mi je to kak danasnje igre sve vise teze na velicni, prvo smo imalo cd pa dva cd-a sad vec i na dvd-u ako su ovakve stvari moguce zas nitko ne radio na tom principu, neispaltivost, previse posla il .. !? |
Citiraj:
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1. Steka
2. Bugova ko blata 3. Jeste znali da se moze letjet? 5. Dosadno 4. Fakat stek@ 5. Za 100Kb fenomenalna igra 6. Poslije ovoga trebam :beer: |
Citiraj:
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Jedan od bugova- naravno- Dodes do onog dijela gdje je veliki robot, popnes se stepenicama gore, i pokusas sici prek zida dolje- i pocnes letjeti ( barem je meni tak upalilo) :D
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