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[Computer Graphics] .theprodukkt

Discussion in 'BBS Hangout' started by moomoo, Oct 26, 2004.

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  1. moomoo

    moomoo Member

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    Has this been posted here? My apologies if so.

    Anyway, someone sent me this site with some very cool computer graphics demos, and it's so cool, I had to share!

    For each demo, download the zip file, unzip it, then run the .exe file, and prepare for some awesome graphics. Not sure about the system requirements, but they're probably listed somewhere on the website.

    http://www.theprodukkt.com/demoscene.html

    !WARNING!
    One of the demos, fr-030: candytron is NSFW!!


    What's gets me is how they can fit that much 3-D CG animation in to such a small file, as most of the zip files contain less than 100 KB of data.

    Enjoy!
     
  2. lpbman

    lpbman Member

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    I don't think the graphics are rendered on your machine, and those 64kb files are just like mini-movies

    not sure about that though, because there were large textures I could see.

    Impressve if it is indeed rendered gfx
     
  3. moomoo

    moomoo Member

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    I think the graphics are rendered on your machine.

    From their FAQ:
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    come on, not everything I see is in that small file, you use DirectX standard textures, right?

    there's no such thing as DirectX standard textures. everything you see in .kkrieger is procedurally generated at the beginning, in the "loading" Phase. there are neither stored images nor stored geometry in the executable file, everything you see is generated procedurally (the one exception being the menu/HUD fonts, which are generated from standard Windows fonts). if you are interested in the details, refer to our technology section.

    this isn't really 96k, it depends on megabytes of DirectX, drivers, Windows DLLs and the like.
    so does every other Windows game, so we don't see how this is of much importance. we never claimed it was a 96k completely independent operating system with game (and having to boot .kkrieger would have limited our audience considerably :).

    You need that fast graphics cards to calculate the textures, right?
    no. all the textures and models are calculated entirely doing the loading phase and by the CPU. in case you wonder why, different graphics cards render things very similar, but not quite the same. even a small level of unpredictable inaccuracy is unacceptable - some of our textures and models are made in hundreds of steps, and very small errors in each of those steps can (and will) cause an entirely different result. The reason we need fast graphics cards is because we use rather expensive (but also visually exciting) techniques like per-pixel lighting and realtime shadows in rendering.

    nice technology showoff, but really, what's the point of making a 96k game?
    well, it is exactly that, a technology showoff for our procedural content creation system, the .werkkzeug3. if you're interested in the details, refer to our technology section. there are two primary application areas for our technology: first, in producing high-quality premade content to be distributed over relatively low-bandwidth connections like the internet. second, as part of a more conventional content creation pipeline - the system isn't suited for everything, but there are things it can do a lot better than existing solutions. and all that aside, we also thought that a 96k game was a damn cool thing to try, don't you think?

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    Whatever the case, these demos are friggin gorgeous, very immersive. They seem much like the cyberworld in Lawnmower Man.
     
  4. moomoo

    moomoo Member

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