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Author   Topic : "The best 64kb file you will ever see!"
dr . bang
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Joined: 07 Apr 2000
Posts: 1245
Location: Den Haag, Holland

PostPosted: Sun Oct 14, 2001 12:16 am     Reply with quote
http://www.theproduct.de/fr08_final.zip

How?! HOW?!!! HOW!!!!!!!!

www.theproduct.de
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cybertoker2001
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Joined: 13 Jun 2001
Posts: 276
Location: Arizona

PostPosted: Sun Oct 14, 2001 12:25 am     Reply with quote
First off, I'm not downloading nada if I don't know what it is first.

What is it?

CT2001
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Freddio
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Joined: 29 Dec 1999
Posts: 2078
Location: Australia

PostPosted: Sun Oct 14, 2001 12:44 am     Reply with quote
That is amzingingly small..

no Idea how they do it..

Ive seen better ones before though, but still pretty cool..
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faustgfx
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Joined: 15 Mar 2000
Posts: 4833
Location: unfortunately, very near you.

PostPosted: Sun Oct 14, 2001 3:53 am     Reply with quote
seen it ages ago.


read the site, they mention shit like not using bitmaps for textures but creating the textures with code. duh.
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Frost
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Joined: 12 Jan 2000
Posts: 2662
Location: Montr�al, Canada

PostPosted: Sun Oct 14, 2001 8:33 am     Reply with quote
Cyber: It's a Direct3D real-time demo, a multimedia presentation, fully 3D with high fidelity stereo digital soundtrack, great artwork, running over 8 minutes long (if not more)... watch it.
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Catfish
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Joined: 23 Aug 2000
Posts: 127
Location: Reading, UK

PostPosted: Sun Oct 14, 2001 3:27 pm     Reply with quote
Also try Heaven7. Real-time raytracing at 800x600

Kinda impressive, aren't they?
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cybertoker2001
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Joined: 13 Jun 2001
Posts: 276
Location: Arizona

PostPosted: Sun Oct 14, 2001 4:51 pm     Reply with quote
Hey, that is cool.
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aquamire
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Joined: 25 Oct 1999
Posts: 466
Location: duluth, mn, usa

PostPosted: Sun Oct 14, 2001 11:08 pm     Reply with quote
Yeah, I saw that awhile ago to. They got it so small by making the textures procedurally when it starts up (hence the long load time). Their artists have a program that just takes all their art and dumps it into an ascii file that mathematically describes the texture. Then its compressed tightly. On startup it decompresses the textures and loads them into texture memory according to the instructions. Pretty simple really. It's not new though. the Unreal engine does it, only on a different level. All those perty lava and water textures in Unreal are basically done the same way.

That demo has great music though. I dig 4k demos that do realtime raytracing at like 15fps tho.. how they manage that is beyond me.
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Awetopsy
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Joined: 04 Oct 2000
Posts: 3028
Location: Kelowna

PostPosted: Mon Oct 15, 2001 9:16 am     Reply with quote
Its all code. Textures, geometry, camera motion, lights, everything, all code.

[ October 15, 2001: Message edited by: Awetopsy ]
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