3 ms·
Wow, great work, this reminds me of a lot of demoscene stuff where, when faced with space limitations, programmers aggressively used procedural generation combi
by makmanalp 13y ago
Wow, great work, this reminds me of a lot of demoscene stuff where, when faced with space limitations, programmers aggressively used procedural generation combined with prerendering and caching.
The most iconic example I can think of is .kkrieger, the 96kb first person shooter that has (relatively) amazing graphics: https://en.wikipedia.org/wiki/.kkrieger https://en.wikipedia.org/wiki/.kkrieger
Video here: https://www.youtube.com/watch?v=2NBG-sKFaB0 https://www.youtube.com/watch?v=2NBG-sKFaB0
There might be valuable lessons to be had in that domain that might save you some time.
- gavanwoolery 13y agoYep I remember reading about .kkrieger several years back. :)
- baggers 13y agoIf you are into this kind of stuff do check out the following if you haven't already: http://procworld.blogspot.no/ http://procworld.blogspot.no/ http://www.atomontage.com/ http://www.atomontage.com/
- gavanwoolery 13y agoI have kept in contact with both of them a tiny bit (through twitter, blogging, etc); both Bran and Miguel are very talented people and I consider them some of the top in the field of voxel engines -- Ken Silverman as well.