First Person Shooter - Under 100KBs of Code
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)."
A produkt made by .the .produkkt won't run in KDE!?
I was about to make a torrent for the game, but then i realized the torrent would probably be bigger than the file itself ;)
And it's still too much for my computer.
Old timer? 64 Kb?
For my first paid programming gig, I had to stay within 8 Kb. You young whippersnappers with 64 Kb had it easy!
awesome... now only if they'd do this for linux Hell, It wouldn't be all that much code to port.
Hey guys, I don't get whats the big deal? I downloaded a ton of these 85 to 150KB ".exe" games off kazaa yesterday. They never seem to run though...
It's not the saved space that's the issue here, it's the efficiency of the code. If I made a 500 mb text editor (and called it ms word 2003) then that would be inefficient.
Can someone post a link to a torrent?
It's taking forever to download . . .
They have obviously gained with the zipping:
Packed: 97,256
Unpacked: 97,280
It's quite obvious the original assertion is misleading since it's zipped and it's smaller!
---- Take the Space Quiz!
1. Downloading... very fast, as you'd expect. 2. Installation... very simple, just unpacks to one readme file and one executable. 3. Documentation... brief, note that DirectX 9.0 is required (not 8.1 as mentioned in the story). 4. Running... brief: "Instruction at 0x000000000 referenced memory at 0x000000000". Conclusion: I can make the same functionality in an even smaller package.
Sig for sale or rent. One previous user. Inquire within.
Is that with or without the easter egg flight simulator?
Yes Francis, the world has gone crazy.
>Descent (you remember, the first 360degrees shooter)
Actually, it was the first 4*PI steradian shooter.
What the hell is it with the tradition of dark foreboding metal enhanced settings?
I want a FPS game set in a sunlit mountain meadow with birds & butterflies flitting about.
So I can see the blood....
TDz.
So the game requires a PC with:
1.4 GHz Processor
512 MB Ram
96 kb HD Space
Well at least my computer meets one of those requirements!
10
01
You may have to scale and tile it a bit.
-- Proud descendant of semi-nomadic cattle-herders.
640Kb was enough after all!
"If God created us in his own image we have more than reciprocated." - Voltaire
I live by the theory that anyone who says "lol" is the real idiot, works so far.
I think I know the one you're talking about-- didn't some warez group put that in their distros along with the "This file came from XYZ BBS" .txt files?
Wer mit Ungeheuern kämpft, mag zusehn, dass er nicht dabei zum Ungeheuer wird. --Nietzsche
Umm, it is a lot considering how little practical functionality exists in that 1.5GB C:\Windows directory.
"THERE IS NO JUSTICE, THERE IS ONLY ME." -Death
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.
Ydco co
It's even sicker when you realize the screenshot takes up more room than the app (116kb)!!
"A good friend will bail you out of jail. A true friend will be sitting next to you saying, 'damn....that was fun!'"
"[it] doesn't make mine better because it's smaller."
I have a feeling yours is very small, sir.
i go by the theory of anyone who quotes it, physically types it, or singles out those that do, is a complete fucking moron.
works so far.
Hell, It wouldn't be all that much code to port.
Really? Gonna port DirectX 9 to Linux during your lunck breaks, are ya?
Downmodding is the refuge of the weak. Don't downmod, make a better argument!
Here you go, a raytracer in postscript: (These people really scare me :-)
/C/neg/d/mul/R/rlineto/E/exp/H{{cvx def}repeat}def/T/dup/g/gt/r/roll/J/ifelse 86 r93 rMYvx2dca!D&cjSnjSnjjS3o!v&6Ad 62rmxCnTdSST0g&12wECST!&!J0g&D1 !&xM0!J0g!l&544dC2Ac96ra!m&3Av GoS8wpn6wpS2wTCpS1Sd7ov7Uk7o4Qk dw!&Mvlx1S7oZES3w!J!J!Q&7185dM Y7!&1!J!x&jdnjdS3odS!N&mmx1C2wE c!G&150Nx4!n&2o!j&43r!U&0777dS nMVC00VV0RRR45E42063rNz&v7UX&UO zF!F!J![&44ETCnVn!a&1CDN!Y&0M& 1r!M){( )T 0 4 3 r put T(/)g{T(9)g{cvn}{cvi}J}{($)g{[}{]}J}J/ moveto/p/floor/w/div/S/add 29 H[{[{]setgray fill}for Y}for showpage
%!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
LOL!
:-)
I've never shoed a horse, but I once told a donkey to piss off!
Looks like we all owe Bill Gates an apology. 640K is enough for anybody!
If all code was written this way, even microsoft would not be so protective of their source.
>> Don't forget the whole Windows System, that is required. DirectX and the application won't work without the windows base system (or maybe wine...)
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!!
Ryosen
One man's "Troll, +1" is another man's "Insightful, +1".
Since nothing is certain or provable, i.e. there are no "laws", anything you do must rely on theories. By your logic, that makes _everyone_ a "complete fucking moron" which, in my experience, seems quite probable.
(In theory, anyway).
Hahahahahah That is so Funn[NO LAUGHTER]
Ok, if we're giving out props, I think big ups need to be given to my boys Gaston Julia, Benoit Mandelbrot, Georg Cantor, and Aleksandr Lyapunov. Lately Stephen Wolfram has been doing similar work.
Seriously, this concept did not originate in CS.
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.
You need to restart your computer. Hold down the Power button for several seconds or press the Restart button.
"Cause even Trolls love Rock & Roll"
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).