96K Game Using Procedural Textures & Dynamic Lights

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
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obsidian
Posts: 10970
Joined: Mon Feb 04, 2002 8:00 am

96K Game Using Procedural Textures & Dynamic Lights

Post by obsidian »

It's a beta of a demo game showcasing the use of procedural textures and dynamic lights to minimize game size. All textures are generated when the game loads (so a bit of a load time) using predefined procedural algorithms.

Doesn't look like it's been updated since 2004, so I think it has been discontinued. But good tech demo at least.

I don't think procedural textures are at the point where they would be useful for conventional games, but might be useful for some kind of client based web game. Think server-based FPS game that streams texture data to your computer, much like how Flash games send vector data to your computer and the game is built at runtime.
Everything is completely realtime - all necessary processing of textures, meshes, materials and levels happens as you edit them, and is previewed using our regular 3D engine that is also used for the game itself - so there are no individual export steps and bad surprises: what you see in the editor is exactly that way in the actual game too. and the tight integration of everything in one tool makes for features you normally just don't get, like changing a texture while simultaneously previewing it in its "final" form, mapped on a mesh.

And what does that have to do with making a 96k game? Well, instead of storing the results, we store the operators and their connections, allowing the game to produce everything itself - all it needs is the code for the operators, which is tiny in comparision to the size of most images and meshes, even in a tightly compressing format like JPEG.
Check out .kkrieger

Image
[size=85][url=http://gtkradiant.com]GtkRadiant[/url] | [url=http://q3map2.robotrenegade.com]Q3Map2[/url] | [url=http://q3map2.robotrenegade.com/docs/shader_manual/]Shader Manual[/url][/size]
spookmineer
Posts: 506
Joined: Fri Nov 29, 2002 8:00 am

Post by spookmineer »

I was amazed at the quality and playability of this very odd game (odd because of the small file size). I remember it having a long load time, rendering all textures. And it did look as good as in that picture. Amazing.
^misantropia^
Posts: 4022
Joined: Sat Mar 12, 2005 6:24 pm

Post by ^misantropia^ »

Haha, old - very old - but funny. Typical, I was discussing .kkrieger with a colleague of mine today - not a subject that comes up every day. In itself it's nothing new; demo scenes have been making stuff like this since the mid-70s (I should know, I was part of the PC demo scene in the mid-90s). Obviously, back then DX9 wasn't there to assist us...
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