Нашел у себя вот эту программку.
Написана под D3D8. Длится 15 минут.
А весит 64 килобайта !!!!
Как такое смогли сделать????
Модератор: Mikle
7. technical FAQ
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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. Itґs rather a selection of useful operations and their parameters to optimise the results.
Дык написано же - C++ с ассемблерными вставками.
GLEB писал(а):Дык написано же - C++ с ассемблерными вставками.
А текстуры и музыка, как это можно в 64 kb запихнуть???
Vinechka писал(а):Дык написано же - C++ с ассемблерными вставками.
Ох уж эта демо сцена... у меня довольно много этих демок. Это реально одна из самых лучших.
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