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RE: LeoThread 2025-03-05 00:21

in LeoFinanceyesterday

kkrieger: The Impossible FPS

In 2004, the Farbrausch demo group created a first-person shooter called kkrieger, fitting it into just 96 kilobytes. This was achieved through procedural generation, creating textures and models on the fly, and clever coding techniques. The team used an algorithm to generate textures from a few base patterns, then combined them with bump maps and lighting effects for a realistic environment.

The 3D engine was optimized for low memory usage, and "operator stacking" was used to create complex models and textures from simple primitives. The game's code was written in C++ and assembly language, focusing on efficiency and compactness. A tool called Vergisik was used to create the textures, which were then combined with other elements to create the game's visuals.

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