96K Game Using Procedural Textures & Dynamic Lights
Posted: Thu Dec 28, 2006 7:55 pm
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.

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.
Check out .kkriegerEverything 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.
